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
28 ===============================================================================
32 Continuous button event tracking is complicated by the fact that two different
33 input sources (say, mouse button 1 and the control key) can both press the
34 same button, but the button should only be released when both of the
35 pressing key have been released.
37 When a key event issues a button command (+forward, +attack, etc), it appends
38 its key number as a parameter to the command so it can be matched up with
41 state bit 0 is the current state of the key
42 state bit 1 is edge triggered on the up to down transition
43 state bit 2 is edge triggered on the down to up transition
45 ===============================================================================
49 kbutton_t in_mlook, in_klook;
50 kbutton_t in_left, in_right, in_forward, in_back;
51 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
52 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
53 kbutton_t in_up, in_down;
54 // LordHavoc: added 6 new buttons
55 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
61 extern cvar_t sys_ticrate;
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));}
204 Returns 0.25 if a key was pressed and released during the frame,
205 0.5 if it was pressed and held
206 0 if held then released, and
207 1.0 if held for the entire time
210 float CL_KeyState (kbutton_t *key)
213 qboolean impulsedown, impulseup, down;
215 impulsedown = key->state & 2;
216 impulseup = key->state & 4;
217 down = key->state & 1;
220 if (impulsedown && !impulseup)
223 val = 0.5; // pressed and held this frame
225 val = 0; // I_Error ();
227 if (impulseup && !impulsedown)
230 val = 0; // I_Error ();
232 val = 0; // released this frame
234 if (!impulsedown && !impulseup)
237 val = 1.0; // held the entire frame
239 val = 0; // up the entire frame
241 if (impulsedown && impulseup)
244 val = 0.75; // released and re-pressed this frame
246 val = 0.25; // pressed and released this frame
249 key->state &= 1; // clear impulses
257 //==========================================================================
259 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
260 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
261 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
262 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
264 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
266 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
267 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
269 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
271 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
272 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
273 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
274 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
275 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
276 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
277 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
278 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
279 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
280 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
281 cvar_t cl_gravity = {0, "cl_gravity", "800"};
282 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
284 cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
285 cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
287 cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
294 Moves the local angle positions
297 void CL_AdjustAngles (void)
302 if (in_speed.state & 1)
303 speed = host_realframetime * cl_anglespeedkey.value;
305 speed = host_realframetime;
307 if (!(in_strafe.state & 1))
309 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
310 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
312 if (in_klook.state & 1)
315 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
316 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
319 up = CL_KeyState (&in_lookup);
320 down = CL_KeyState(&in_lookdown);
322 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
323 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
328 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
329 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
330 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
331 if (cl.viewangles[YAW] >= 180)
332 cl.viewangles[YAW] -= 360;
333 if (cl.viewangles[PITCH] >= 180)
334 cl.viewangles[PITCH] -= 360;
335 if (cl.viewangles[ROLL] >= 180)
336 cl.viewangles[ROLL] -= 360;
338 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
339 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
342 qboolean cl_ignoremousemove = false;
348 Send the intended movement message to the server
355 static float old_mouse_x = 0, old_mouse_y = 0;
357 // clamp before the move to prevent starting with bad angles
360 // get basic movement from keyboard
361 // PRYDON_CLIENTCURSOR needs to survive basemove resets
362 VectorCopy (cl.cmd.cursor_screen, temp);
363 memset (&cl.cmd, 0, sizeof(cl.cmd));
364 VectorCopy (temp, cl.cmd.cursor_screen);
366 if (in_strafe.state & 1)
368 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
369 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
372 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
373 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
375 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
376 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
378 if (! (in_klook.state & 1) )
380 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
381 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
384 // adjust for speed key
385 if (in_speed.state & 1)
387 cl.cmd.forwardmove *= cl_movespeedkey.value;
388 cl.cmd.sidemove *= cl_movespeedkey.value;
389 cl.cmd.upmove *= cl_movespeedkey.value;
395 // allow mice or other external controllers to add to the move
398 // ignore a mouse move if mouse was activated/deactivated this frame
399 if (cl_ignoremousemove)
401 cl_ignoremousemove = false;
406 // apply m_filter if it is on
409 if (m_filter.integer)
411 in_mouse_x = (mx + old_mouse_x) * 0.5;
412 in_mouse_y = (my + old_mouse_y) * 0.5;
417 // if not in menu, apply mouse move to viewangles/movement
420 if (cl_prydoncursor.integer)
422 // mouse interacting with the scene, mostly stationary view
424 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
425 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
427 else if (in_strafe.state & 1)
429 // strafing mode, all looking is movement
431 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
432 if (noclip_anglehack)
433 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
435 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
437 else if ((in_mlook.state & 1) || freelook.integer)
439 // mouselook, lookstrafe causes turning to become strafing
441 if (lookstrafe.integer)
442 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
444 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
445 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
449 // non-mouselook, yaw turning and forward/back movement
450 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
451 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
455 // clamp after the move to prevent rendering with bad angles
459 #include "cl_collision.h"
461 extern void V_CalcRefdef(void);
462 void CL_UpdatePrydonCursor(void)
466 if (!cl_prydoncursor.integer)
467 VectorClear(cl.cmd.cursor_screen);
470 if (cl.cmd.cursor_screen[0] < -1)
472 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
473 cl.cmd.cursor_screen[0] = -1;
475 if (cl.cmd.cursor_screen[0] > 1)
477 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
478 cl.cmd.cursor_screen[0] = 1;
480 if (cl.cmd.cursor_screen[1] < -1)
482 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
483 cl.cmd.cursor_screen[1] = -1;
485 if (cl.cmd.cursor_screen[1] > 1)
487 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
488 cl.cmd.cursor_screen[1] = 1;
491 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
492 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
493 cl.cmd.cursor_screen[2] = 1;
495 scale[0] = -r_refdef.frustum_x;
496 scale[1] = -r_refdef.frustum_y;
500 VectorScale(scale, 1000000, scale);
502 // calculate current view matrix
505 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
506 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
507 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
508 // trace from view origin to the cursor
509 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);
510 // makes sparks where cursor is
511 //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
514 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
518 // remove stale queue items
519 n = cl.movement_numqueue;
520 cl.movement_numqueue = 0;
521 if (cl.servermovesequence)
523 for (i = 0;i < n;i++)
524 if (cl.movement_queue[i].sequence > cl.servermovesequence)
525 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
529 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
530 for (i = 0;i < n;i++)
531 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
532 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
534 // add to input queue if there is room
535 if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
537 // add to input queue
538 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
539 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
540 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
541 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
542 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
543 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
544 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
545 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
546 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
547 cl.movement_numqueue++;
549 cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
550 // clear queue if client movement is disabled
552 cl.movement_numqueue = 0;
553 cl.movement_replay = true;
556 void CL_ClientMovement_Replay(void)
572 vec3_t currentorigin;
573 vec3_t currentvelocity;
580 vec3_t currentorigin2;
586 if (!cl.movement_replay)
588 cl.movement_replay = false;
590 // fetch current starting values
591 VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
592 VectorCopy(cl.mvelocity[0], currentvelocity);
593 // FIXME: try minor nudges in various directions if startsolid to find a
594 // safe place to start the walk (due to network compression in some
595 // protocols this starts in solid)
596 //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
597 crouch = false; // this will be updated on first move
600 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
601 VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
602 trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
603 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
604 //Con_Printf("%f: ", cl.mtime[0]);
606 // replay the input queue to predict current location
607 // note: this relies on the fact there's always one queue item at the end
609 for (i = 0;i < cl.movement_numqueue;i++)
611 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
612 frametime = q->frametime;
613 //Con_Printf(" %f", frametime);
618 // wants to crouch, this always works...
624 // wants to stand, if currently crouching we need to check for a
628 trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
629 if (!trace.startsolid)
635 playermins = cl_playercrouchmins;
636 playermaxs = cl_playercrouchmaxs;
640 playermins = cl_playerstandmins;
641 playermaxs = cl_playerstandmaxs;
643 // change velocity according to q->viewangles and q->move
644 contents = CL_PointSuperContents(currentorigin);
645 if (contents & SUPERCONTENTS_LIQUIDSMASK)
648 AngleVectors(q->viewangles, forward, right, up);
649 VectorSet(up, 0, 0, 1);
650 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
651 wishspeed = VectorLength(wishvel);
653 VectorScale(wishvel, 1 / wishspeed, wishdir);
655 VectorSet( wishdir, 0.0, 0.0, 0.0 );
656 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
660 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
661 f = wishspeed - DotProduct(currentvelocity, wishdir);
664 f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
665 VectorMA(currentvelocity, f, wishdir, currentvelocity);
669 if (contents & SUPERCONTENTS_LAVA)
670 currentvelocity[2] = 50;
671 else if (contents & SUPERCONTENTS_SLIME)
672 currentvelocity[2] = 80;
675 if (gamemode == GAME_NEXUIZ)
676 currentvelocity[2] = 200;
678 currentvelocity[2] = 100;
685 if (onground && q->jump)
687 currentvelocity[2] += cl_movement_jumpvelocity.value;
690 VectorSet(yawangles, 0, q->viewangles[1], 0);
691 AngleVectors(yawangles, forward, right, up);
692 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
693 wishspeed = VectorLength(wishvel);
695 VectorScale(wishvel, 1 / wishspeed, wishdir);
697 VectorSet( wishdir, 0.0, 0.0, 0.0 );
698 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
704 // apply ground friction
705 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
709 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
710 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
711 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
712 if (trace.fraction == 1)
713 edgefriction = cl_movement_edgefriction.value;
716 f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
718 VectorScale(currentvelocity, f, currentvelocity);
722 // apply air speed limit
723 wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
725 if (gamemode == GAME_NEXUIZ)
726 addspeed = wishspeed;
728 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
731 accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
732 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
734 currentvelocity[2] -= cl_gravity.value * frametime;
737 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
741 playermins = cl_playercrouchmins;
742 playermaxs = cl_playercrouchmaxs;
746 playermins = cl_playerstandmins;
747 playermaxs = cl_playerstandmaxs;
750 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
752 VectorMA(currentorigin, t, currentvelocity, neworigin);
753 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
754 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
756 // may be a step or wall, try stepping up
757 // first move forward at a higher level
758 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
759 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
760 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
761 // then move down from there
762 VectorCopy(trace2.endpos, currentorigin2);
763 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
764 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
765 //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]);
766 // accept the new trace if it made some progress
767 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
770 VectorCopy(trace3.endpos, trace.endpos);
773 if (trace.fraction == 1)
775 VectorCopy(trace.endpos, currentorigin);
778 if (trace.plane.normal[2] > 0.7)
780 t *= 1 - trace.fraction;
781 if (trace.fraction >= 0.001)
782 VectorCopy(trace.endpos, currentorigin);
783 f = DotProduct(currentvelocity, trace.plane.normal);
784 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
788 // store replay location
789 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
790 VectorCopy(currentorigin, cl.movement_origin);
791 VectorCopy(currentvelocity, cl.movement_velocity);
792 //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
793 //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
801 void CL_SendMove(void)
806 unsigned char data[128];
807 #define MOVEAVERAGING 0
809 static float forwardmove, sidemove, upmove, total; // accumulation
811 float forwardmove, sidemove, upmove;
815 // accumulate changes between messages
816 forwardmove += cl.cmd.forwardmove;
817 sidemove += cl.cmd.sidemove;
818 upmove += cl.cmd.upmove;
821 if (cls.signon != SIGNONS)
824 // average the accumulated changes
825 total = 1.0f / total;
826 forwardmove *= total;
831 // use the latest values
832 forwardmove = cl.cmd.forwardmove;
833 sidemove = cl.cmd.sidemove;
834 upmove = cl.cmd.upmove;
837 CL_UpdatePrydonCursor();
844 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
846 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
847 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
848 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
849 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
850 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
851 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
852 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
853 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
854 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
855 if (key_dest != key_game || key_consoleactive) bits |= 512;
856 if (cl_prydoncursor.integer) bits |= 1024;
857 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
858 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
859 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
860 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
861 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
862 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
863 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
864 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
865 // button bits 19-31 unused currently
866 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
867 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
868 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
869 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
870 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
872 // always dump the first two messages, because they may contain leftover inputs from the last level
873 if (++cl.movemessages >= 2)
875 // send the movement message
876 // PROTOCOL_QUAKE clc_move = 16 bytes total
877 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
878 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
879 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
880 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
881 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
882 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
883 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
884 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
885 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
886 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
889 MSG_WriteByte (&buf, clc_move);
890 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
892 for (i = 0;i < 3;i++)
893 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
895 MSG_WriteCoord16i (&buf, forwardmove);
896 MSG_WriteCoord16i (&buf, sidemove);
897 MSG_WriteCoord16i (&buf, upmove);
899 MSG_WriteByte (&buf, bits);
900 MSG_WriteByte (&buf, in_impulse);
902 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
905 MSG_WriteByte (&buf, clc_move);
906 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
908 for (i = 0;i < 3;i++)
909 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
911 MSG_WriteCoord16i (&buf, forwardmove);
912 MSG_WriteCoord16i (&buf, sidemove);
913 MSG_WriteCoord16i (&buf, upmove);
915 MSG_WriteByte (&buf, bits);
916 MSG_WriteByte (&buf, in_impulse);
918 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
921 MSG_WriteByte (&buf, clc_move);
922 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
924 for (i = 0;i < 3;i++)
925 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
927 MSG_WriteCoord16i (&buf, forwardmove);
928 MSG_WriteCoord16i (&buf, sidemove);
929 MSG_WriteCoord16i (&buf, upmove);
931 MSG_WriteByte (&buf, bits);
932 MSG_WriteByte (&buf, in_impulse);
937 MSG_WriteByte (&buf, clc_move);
938 if (cl.protocol != PROTOCOL_DARKPLACES6)
940 if (cl_movement.integer)
943 MSG_WriteLong (&buf, cl.movesequence);
946 MSG_WriteLong (&buf, 0);
948 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
950 for (i = 0;i < 3;i++)
951 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
953 MSG_WriteCoord16i (&buf, forwardmove);
954 MSG_WriteCoord16i (&buf, sidemove);
955 MSG_WriteCoord16i (&buf, upmove);
957 MSG_WriteLong (&buf, bits);
958 MSG_WriteByte (&buf, in_impulse);
959 // PRYDON_CLIENTCURSOR
961 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
962 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
963 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
964 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
965 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
966 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
967 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
968 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
969 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
974 forwardmove = sidemove = upmove = 0;
978 // ack the last few frame numbers
979 // (redundent to improve handling of client->server packet loss)
980 // for LATESTFRAMENUMS == 3 case this is 15 bytes
981 for (i = 0;i < LATESTFRAMENUMS;i++)
983 if (cl.latestframenums[i] > 0)
985 if (developer_networkentities.integer >= 1)
986 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
987 MSG_WriteByte(&buf, clc_ackframe);
988 MSG_WriteLong(&buf, cl.latestframenums[i]);
992 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
993 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
995 // deliver the message
996 if (cls.demoplayback)
1002 // FIXME: bits & 16 is +button5, Nexuiz specific
1003 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1005 if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
1007 Con_Print("CL_SendMove: lost server connection\n");
1009 Host_ShutdownServer(false);
1018 void CL_InitInput (void)
1020 Cmd_AddCommand ("+moveup",IN_UpDown);
1021 Cmd_AddCommand ("-moveup",IN_UpUp);
1022 Cmd_AddCommand ("+movedown",IN_DownDown);
1023 Cmd_AddCommand ("-movedown",IN_DownUp);
1024 Cmd_AddCommand ("+left",IN_LeftDown);
1025 Cmd_AddCommand ("-left",IN_LeftUp);
1026 Cmd_AddCommand ("+right",IN_RightDown);
1027 Cmd_AddCommand ("-right",IN_RightUp);
1028 Cmd_AddCommand ("+forward",IN_ForwardDown);
1029 Cmd_AddCommand ("-forward",IN_ForwardUp);
1030 Cmd_AddCommand ("+back",IN_BackDown);
1031 Cmd_AddCommand ("-back",IN_BackUp);
1032 Cmd_AddCommand ("+lookup", IN_LookupDown);
1033 Cmd_AddCommand ("-lookup", IN_LookupUp);
1034 Cmd_AddCommand ("+lookdown", IN_LookdownDown);
1035 Cmd_AddCommand ("-lookdown", IN_LookdownUp);
1036 Cmd_AddCommand ("+strafe", IN_StrafeDown);
1037 Cmd_AddCommand ("-strafe", IN_StrafeUp);
1038 Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
1039 Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
1040 Cmd_AddCommand ("+moveright", IN_MoverightDown);
1041 Cmd_AddCommand ("-moveright", IN_MoverightUp);
1042 Cmd_AddCommand ("+speed", IN_SpeedDown);
1043 Cmd_AddCommand ("-speed", IN_SpeedUp);
1044 Cmd_AddCommand ("+attack", IN_AttackDown);
1045 Cmd_AddCommand ("-attack", IN_AttackUp);
1046 Cmd_AddCommand ("+jump", IN_JumpDown);
1047 Cmd_AddCommand ("-jump", IN_JumpUp);
1048 Cmd_AddCommand ("impulse", IN_Impulse);
1049 Cmd_AddCommand ("+klook", IN_KLookDown);
1050 Cmd_AddCommand ("-klook", IN_KLookUp);
1051 Cmd_AddCommand ("+mlook", IN_MLookDown);
1052 Cmd_AddCommand ("-mlook", IN_MLookUp);
1054 // LordHavoc: added use button
1055 Cmd_AddCommand ("+use", IN_UseDown);
1056 Cmd_AddCommand ("-use", IN_UseUp);
1058 // LordHavoc: added 6 new buttons
1059 Cmd_AddCommand ("+button3", IN_Button3Down);
1060 Cmd_AddCommand ("-button3", IN_Button3Up);
1061 Cmd_AddCommand ("+button4", IN_Button4Down);
1062 Cmd_AddCommand ("-button4", IN_Button4Up);
1063 Cmd_AddCommand ("+button5", IN_Button5Down);
1064 Cmd_AddCommand ("-button5", IN_Button5Up);
1065 Cmd_AddCommand ("+button6", IN_Button6Down);
1066 Cmd_AddCommand ("-button6", IN_Button6Up);
1067 Cmd_AddCommand ("+button7", IN_Button7Down);
1068 Cmd_AddCommand ("-button7", IN_Button7Up);
1069 Cmd_AddCommand ("+button8", IN_Button8Down);
1070 Cmd_AddCommand ("-button8", IN_Button8Up);
1071 Cmd_AddCommand ("+button9", IN_Button9Down);
1072 Cmd_AddCommand ("-button9", IN_Button9Up);
1073 Cmd_AddCommand ("+button10", IN_Button10Down);
1074 Cmd_AddCommand ("-button10", IN_Button10Up);
1075 Cmd_AddCommand ("+button11", IN_Button11Down);
1076 Cmd_AddCommand ("-button11", IN_Button11Up);
1077 Cmd_AddCommand ("+button12", IN_Button12Down);
1078 Cmd_AddCommand ("-button12", IN_Button12Up);
1079 Cmd_AddCommand ("+button13", IN_Button13Down);
1080 Cmd_AddCommand ("-button13", IN_Button13Up);
1081 Cmd_AddCommand ("+button14", IN_Button14Down);
1082 Cmd_AddCommand ("-button14", IN_Button14Up);
1083 Cmd_AddCommand ("+button15", IN_Button15Down);
1084 Cmd_AddCommand ("-button15", IN_Button15Up);
1085 Cmd_AddCommand ("+button16", IN_Button16Down);
1086 Cmd_AddCommand ("-button16", IN_Button16Up);
1088 Cvar_RegisterVariable(&cl_movement);
1089 Cvar_RegisterVariable(&cl_movement_latency);
1090 Cvar_RegisterVariable(&cl_movement_maxspeed);
1091 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1092 Cvar_RegisterVariable(&cl_movement_stopspeed);
1093 Cvar_RegisterVariable(&cl_movement_friction);
1094 Cvar_RegisterVariable(&cl_movement_edgefriction);
1095 Cvar_RegisterVariable(&cl_movement_stepheight);
1096 Cvar_RegisterVariable(&cl_movement_accelerate);
1097 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1098 Cvar_RegisterVariable(&cl_gravity);
1099 Cvar_RegisterVariable(&cl_slowmo);
1101 Cvar_RegisterVariable(&in_pitch_min);
1102 Cvar_RegisterVariable(&in_pitch_max);
1103 Cvar_RegisterVariable(&m_filter);