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;
59 extern cvar_t sys_ticrate;
62 void KeyDown (kbutton_t *b)
71 k = -1; // typed manually at the console for continuous down
73 if (k == b->down[0] || k == b->down[1])
74 return; // repeating key
82 Con_Print("Three keys down for a button!\n");
88 b->state |= 1 + 2; // down + impulse down
91 void KeyUp (kbutton_t *b)
100 { // typed manually at the console, assume for unsticking, so clear all
101 b->down[0] = b->down[1] = 0;
102 b->state = 4; // impulse up
108 else if (b->down[1] == k)
111 return; // key up without coresponding down (menu pass through)
112 if (b->down[0] || b->down[1])
113 return; // some other key is still holding it down
116 return; // still up (this should not happen)
117 b->state &= ~1; // now up
118 b->state |= 4; // impulse up
121 void IN_KLookDown (void) {KeyDown(&in_klook);}
122 void IN_KLookUp (void) {KeyUp(&in_klook);}
123 void IN_MLookDown (void) {KeyDown(&in_mlook);}
124 void IN_MLookUp (void)
127 if ( !(in_mlook.state&1) && lookspring.value)
130 void IN_UpDown(void) {KeyDown(&in_up);}
131 void IN_UpUp(void) {KeyUp(&in_up);}
132 void IN_DownDown(void) {KeyDown(&in_down);}
133 void IN_DownUp(void) {KeyUp(&in_down);}
134 void IN_LeftDown(void) {KeyDown(&in_left);}
135 void IN_LeftUp(void) {KeyUp(&in_left);}
136 void IN_RightDown(void) {KeyDown(&in_right);}
137 void IN_RightUp(void) {KeyUp(&in_right);}
138 void IN_ForwardDown(void) {KeyDown(&in_forward);}
139 void IN_ForwardUp(void) {KeyUp(&in_forward);}
140 void IN_BackDown(void) {KeyDown(&in_back);}
141 void IN_BackUp(void) {KeyUp(&in_back);}
142 void IN_LookupDown(void) {KeyDown(&in_lookup);}
143 void IN_LookupUp(void) {KeyUp(&in_lookup);}
144 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
145 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
146 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
147 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
148 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
149 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
151 void IN_SpeedDown(void) {KeyDown(&in_speed);}
152 void IN_SpeedUp(void) {KeyUp(&in_speed);}
153 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
154 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
156 void IN_AttackDown(void) {KeyDown(&in_attack);}
157 void IN_AttackUp(void) {KeyUp(&in_attack);}
159 void IN_UseDown(void) {KeyDown(&in_use);}
160 void IN_UseUp(void) {KeyUp(&in_use);}
162 // LordHavoc: added 6 new buttons
163 void IN_Button3Down(void) {KeyDown(&in_button3);}
164 void IN_Button3Up(void) {KeyUp(&in_button3);}
165 void IN_Button4Down(void) {KeyDown(&in_button4);}
166 void IN_Button4Up(void) {KeyUp(&in_button4);}
167 void IN_Button5Down(void) {KeyDown(&in_button5);}
168 void IN_Button5Up(void) {KeyUp(&in_button5);}
169 void IN_Button6Down(void) {KeyDown(&in_button6);}
170 void IN_Button6Up(void) {KeyUp(&in_button6);}
171 void IN_Button7Down(void) {KeyDown(&in_button7);}
172 void IN_Button7Up(void) {KeyUp(&in_button7);}
173 void IN_Button8Down(void) {KeyDown(&in_button8);}
174 void IN_Button8Up(void) {KeyUp(&in_button8);}
176 void IN_JumpDown (void) {KeyDown(&in_jump);}
177 void IN_JumpUp (void) {KeyUp(&in_jump);}
179 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
185 Returns 0.25 if a key was pressed and released during the frame,
186 0.5 if it was pressed and held
187 0 if held then released, and
188 1.0 if held for the entire time
191 float CL_KeyState (kbutton_t *key)
194 qboolean impulsedown, impulseup, down;
196 impulsedown = key->state & 2;
197 impulseup = key->state & 4;
198 down = key->state & 1;
201 if (impulsedown && !impulseup)
204 val = 0.5; // pressed and held this frame
206 val = 0; // I_Error ();
208 if (impulseup && !impulsedown)
211 val = 0; // I_Error ();
213 val = 0; // released this frame
215 if (!impulsedown && !impulseup)
218 val = 1.0; // held the entire frame
220 val = 0; // up the entire frame
222 if (impulsedown && impulseup)
225 val = 0.75; // released and re-pressed this frame
227 val = 0.25; // pressed and released this frame
230 key->state &= 1; // clear impulses
238 //==========================================================================
240 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
241 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
242 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
243 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
245 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
247 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
248 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
250 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
252 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
253 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
254 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
255 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
256 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
257 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
258 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
259 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
260 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
261 cvar_t cl_gravity = {0, "cl_gravity", "800"};
262 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
264 cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
265 cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
267 cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
274 Moves the local angle positions
277 void CL_AdjustAngles (void)
282 if (in_speed.state & 1)
283 speed = host_realframetime * cl_anglespeedkey.value;
285 speed = host_realframetime;
287 if (!(in_strafe.state & 1))
289 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
290 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
292 if (in_klook.state & 1)
295 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
296 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
299 up = CL_KeyState (&in_lookup);
300 down = CL_KeyState(&in_lookdown);
302 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
303 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
308 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
309 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
310 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
311 if (cl.viewangles[YAW] >= 180)
312 cl.viewangles[YAW] -= 360;
313 if (cl.viewangles[PITCH] >= 180)
314 cl.viewangles[PITCH] -= 360;
315 if (cl.viewangles[ROLL] >= 180)
316 cl.viewangles[ROLL] -= 360;
318 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
319 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
322 qboolean cl_ignoremousemove = false;
328 Send the intended movement message to the server
335 static float old_mouse_x = 0, old_mouse_y = 0;
337 // clamp before the move to prevent starting with bad angles
340 // get basic movement from keyboard
341 // PRYDON_CLIENTCURSOR needs to survive basemove resets
342 VectorCopy (cl.cmd.cursor_screen, temp);
343 memset (&cl.cmd, 0, sizeof(cl.cmd));
344 VectorCopy (temp, cl.cmd.cursor_screen);
346 if (in_strafe.state & 1)
348 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
349 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
352 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
353 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
355 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
356 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
358 if (! (in_klook.state & 1) )
360 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
361 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
364 // adjust for speed key
365 if (in_speed.state & 1)
367 cl.cmd.forwardmove *= cl_movespeedkey.value;
368 cl.cmd.sidemove *= cl_movespeedkey.value;
369 cl.cmd.upmove *= cl_movespeedkey.value;
375 // allow mice or other external controllers to add to the move
378 // ignore a mouse move if mouse was activated/deactivated this frame
379 if (cl_ignoremousemove)
381 cl_ignoremousemove = false;
386 // apply m_filter if it is on
389 if (m_filter.integer)
391 in_mouse_x = (mx + old_mouse_x) * 0.5;
392 in_mouse_y = (my + old_mouse_y) * 0.5;
397 // if not in menu, apply mouse move to viewangles/movement
400 if (cl_prydoncursor.integer)
402 // mouse interacting with the scene, mostly stationary view
404 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
405 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
407 else if (in_strafe.state & 1)
409 // strafing mode, all looking is movement
411 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
412 if (noclip_anglehack)
413 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
415 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
417 else if ((in_mlook.state & 1) || freelook.integer)
419 // mouselook, lookstrafe causes turning to become strafing
421 if (lookstrafe.integer)
422 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
424 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
425 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
429 // non-mouselook, yaw turning and forward/back movement
430 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
431 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
435 // clamp after the move to prevent rendering with bad angles
439 #include "cl_collision.h"
441 void CL_UpdatePrydonCursor(void)
445 if (!cl_prydoncursor.integer)
446 VectorClear(cl.cmd.cursor_screen);
449 if (cl.cmd.cursor_screen[0] < -1)
451 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
452 cl.cmd.cursor_screen[0] = -1;
454 if (cl.cmd.cursor_screen[0] > 1)
456 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
457 cl.cmd.cursor_screen[0] = 1;
459 if (cl.cmd.cursor_screen[1] < -1)
461 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
462 cl.cmd.cursor_screen[1] = -1;
464 if (cl.cmd.cursor_screen[1] > 1)
466 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
467 cl.cmd.cursor_screen[1] = 1;
470 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
471 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
472 cl.cmd.cursor_screen[2] = 1;
474 scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
475 scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
479 VectorScale(scale, 1000000, scale);
481 // FIXME: use something other than renderer variables here
482 // (but they need to match)
483 VectorCopy(r_vieworigin, cl.cmd.cursor_start);
484 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
485 Matrix4x4_Transform(&r_view_matrix, temp, cl.cmd.cursor_end);
486 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);
487 // makes sparks where cursor is
488 //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
491 void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
499 double simulatedtime;
510 vec3_t currentorigin;
511 vec3_t currentvelocity;
518 vec3_t currentorigin2;
524 // remove stale queue items
525 n = cl.movement_numqueue;
526 cl.movement_numqueue = 0;
527 // calculate time to execute for
528 currenttime = cl.mtime[0];
529 simulatedtime = currenttime + 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];
533 // add to input queue if there is room
534 if (cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))
536 // add to input queue
537 cl.movement_queue[cl.movement_numqueue].time = simulatedtime;
538 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
539 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
540 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
541 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
542 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
543 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
544 cl.movement_numqueue++;
546 // fetch current starting values
547 VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
548 VectorCopy(cl.mvelocity[0], currentvelocity);
549 // FIXME: try minor nudges in various directions if startsolid to find a
550 // safe place to start the walk (due to network compression in some
551 // protocols this starts in solid)
552 //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
553 crouch = false; // this will be updated on first move
554 //Con_Printf("%f: ", currenttime);
555 // replay input queue, and remove any stale queue items
556 // note: this relies on the fact there's always one queue item at the end
557 // abort if client movement is disabled
558 cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback;
560 cl.movement_numqueue = 0;
561 for (i = 0;i <= cl.movement_numqueue;i++)
563 newtime = (i >= cl.movement_numqueue) ? simulatedtime : cl.movement_queue[i].time;
564 frametime = newtime - currenttime;
567 //Con_Printf(" %f", frametime);
568 currenttime = newtime;
569 if (i >= 1 && i <= cl.movement_numqueue)
570 if (i > 0 || (cl_movement.integer & 8))
571 if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 16))
573 client_movementqueue_t *q = cl.movement_queue + i - 1;
576 // wants to crouch, this always works...
582 // wants to stand, if currently crouching we need to check for a
586 trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
587 if (!trace.startsolid)
593 playermins = cl_playercrouchmins;
594 playermaxs = cl_playercrouchmaxs;
598 playermins = cl_playerstandmins;
599 playermaxs = cl_playerstandmaxs;
601 // change velocity according to q->viewangles and q->move
602 contents = CL_PointSuperContents(currentorigin);
603 if (contents & SUPERCONTENTS_LIQUIDSMASK)
606 AngleVectors(q->viewangles, forward, right, up);
607 VectorSet(up, 0, 0, 1);
608 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
609 wishspeed = VectorLength(wishvel);
611 VectorScale(wishvel, 1 / wishspeed, wishdir);
612 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
616 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
617 f = wishspeed - DotProduct(currentvelocity, wishdir);
620 f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
621 VectorMA(currentvelocity, f, wishdir, currentvelocity);
625 if (contents & SUPERCONTENTS_LAVA)
626 currentvelocity[2] = 50;
627 else if (contents & SUPERCONTENTS_SLIME)
628 currentvelocity[2] = 80;
631 if (gamemode == GAME_NEXUIZ)
632 currentvelocity[2] = 200;
634 currentvelocity[2] = 100;
641 VectorSet(yawangles, 0, cl.viewangles[1], 0);
642 AngleVectors(yawangles, forward, right, up);
643 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
644 wishspeed = VectorLength(wishvel);
646 VectorScale(wishvel, 1 / wishspeed, wishdir);
647 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
651 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
652 VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
653 trace = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
654 if (trace.fraction < 1 && trace.plane.normal[2] > 0.7)
656 // apply ground friction
657 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
661 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
662 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
663 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
664 if (trace.fraction == 1)
665 edgefriction = cl_movement_edgefriction.value;
668 f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
670 VectorScale(currentvelocity, f, currentvelocity);
674 // apply air speed limit
675 wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
677 if (gamemode == GAME_NEXUIZ)
678 addspeed = wishspeed;
680 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
683 accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
684 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
686 currentvelocity[2] -= cl_gravity.value * frametime;
689 if (i > 0 || (cl_movement.integer & 2))
690 if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
694 playermins = cl_playercrouchmins;
695 playermaxs = cl_playercrouchmaxs;
699 playermins = cl_playerstandmins;
700 playermaxs = cl_playerstandmaxs;
702 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
704 VectorMA(currentorigin, t, currentvelocity, neworigin);
705 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
706 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
708 // may be a step or wall, try stepping up
709 // first move forward at a higher level
710 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
711 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
712 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
713 // then move down from there
714 VectorCopy(trace2.endpos, currentorigin2);
715 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
716 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
717 //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]);
718 // accept the new trace if it made some progress
719 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
722 VectorCopy(trace3.endpos, trace.endpos);
725 if (trace.fraction == 1)
727 VectorCopy(trace.endpos, currentorigin);
730 t *= 1 - trace.fraction;
731 if (trace.fraction >= 0.001)
732 VectorCopy(trace.endpos, currentorigin);
733 f = DotProduct(currentvelocity, trace.plane.normal);
734 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
738 //Con_Printf(" :%f\n", currenttime);
739 // store replay location
740 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
741 VectorCopy(currentorigin, cl.movement_origin);
742 VectorCopy(currentvelocity, cl.movement_velocity);
743 //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
744 //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
752 void CL_SendMove(void)
758 #define MOVEAVERAGING 0
760 static float forwardmove, sidemove, upmove, total; // accumulation
762 float forwardmove, sidemove, upmove;
766 // accumulate changes between messages
767 forwardmove += cl.cmd.forwardmove;
768 sidemove += cl.cmd.sidemove;
769 upmove += cl.cmd.upmove;
772 if (cls.signon != SIGNONS)
775 // average the accumulated changes
776 total = 1.0f / total;
777 forwardmove *= total;
782 // use the latest values
783 forwardmove = cl.cmd.forwardmove;
784 sidemove = cl.cmd.sidemove;
785 upmove = cl.cmd.upmove;
793 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
795 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
796 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
797 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
798 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
799 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
800 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
801 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
802 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
803 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
804 if (key_dest != key_game || key_consoleactive) bits |= 512;
805 if (cl_prydoncursor.integer) bits |= 1024;
806 // button bits 11-31 unused currently
807 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
808 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
809 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
810 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
811 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
813 // always dump the first two messages, because they may contain leftover inputs from the last level
814 if (++cl.movemessages >= 2)
816 // send the movement message
817 // PROTOCOL_QUAKE clc_move = 16 bytes total
818 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
819 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
820 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
821 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
822 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
823 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
825 MSG_WriteByte (&buf, clc_move);
826 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
827 if (cl.protocol == PROTOCOL_DARKPLACES6)
830 for (i = 0;i < 3;i++)
831 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
833 MSG_WriteCoord16i (&buf, forwardmove);
834 MSG_WriteCoord16i (&buf, sidemove);
835 MSG_WriteCoord16i (&buf, upmove);
837 MSG_WriteLong (&buf, bits);
838 MSG_WriteByte (&buf, in_impulse);
839 // PRYDON_CLIENTCURSOR
841 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
842 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
843 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
844 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
845 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
846 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
847 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
848 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
849 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
853 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
856 for (i = 0;i < 3;i++)
857 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
859 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
862 for (i = 0;i < 3;i++)
863 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
865 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
868 for (i = 0;i < 3;i++)
869 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
872 Host_Error("CL_SendMove: unknown cl.protocol %i\n", cl.protocol);
874 MSG_WriteCoord16i (&buf, forwardmove);
875 MSG_WriteCoord16i (&buf, sidemove);
876 MSG_WriteCoord16i (&buf, upmove);
878 MSG_WriteByte (&buf, bits);
879 MSG_WriteByte (&buf, in_impulse);
884 forwardmove = sidemove = upmove = 0;
888 // ack the last few frame numbers
889 // (redundent to improve handling of client->server packet loss)
890 // for LATESTFRAMENUMS == 3 case this is 15 bytes
891 for (i = 0;i < LATESTFRAMENUMS;i++)
893 if (cl.latestframenums[i] > 0)
895 if (developer_networkentities.integer >= 1)
896 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
897 MSG_WriteByte(&buf, clc_ackframe);
898 MSG_WriteLong(&buf, cl.latestframenums[i]);
902 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
904 // deliver the message
905 if (cls.demoplayback)
911 // FIXME: bits & 64 is +button5, Nexuiz specific
912 CL_ClientMovement((bits & 2) != 0, (bits & 64) != 0);
914 if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
916 Con_Print("CL_SendMove: lost server connection\n");
918 Host_ShutdownServer(false);
927 void CL_InitInput (void)
929 Cmd_AddCommand ("+moveup",IN_UpDown);
930 Cmd_AddCommand ("-moveup",IN_UpUp);
931 Cmd_AddCommand ("+movedown",IN_DownDown);
932 Cmd_AddCommand ("-movedown",IN_DownUp);
933 Cmd_AddCommand ("+left",IN_LeftDown);
934 Cmd_AddCommand ("-left",IN_LeftUp);
935 Cmd_AddCommand ("+right",IN_RightDown);
936 Cmd_AddCommand ("-right",IN_RightUp);
937 Cmd_AddCommand ("+forward",IN_ForwardDown);
938 Cmd_AddCommand ("-forward",IN_ForwardUp);
939 Cmd_AddCommand ("+back",IN_BackDown);
940 Cmd_AddCommand ("-back",IN_BackUp);
941 Cmd_AddCommand ("+lookup", IN_LookupDown);
942 Cmd_AddCommand ("-lookup", IN_LookupUp);
943 Cmd_AddCommand ("+lookdown", IN_LookdownDown);
944 Cmd_AddCommand ("-lookdown", IN_LookdownUp);
945 Cmd_AddCommand ("+strafe", IN_StrafeDown);
946 Cmd_AddCommand ("-strafe", IN_StrafeUp);
947 Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
948 Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
949 Cmd_AddCommand ("+moveright", IN_MoverightDown);
950 Cmd_AddCommand ("-moveright", IN_MoverightUp);
951 Cmd_AddCommand ("+speed", IN_SpeedDown);
952 Cmd_AddCommand ("-speed", IN_SpeedUp);
953 Cmd_AddCommand ("+attack", IN_AttackDown);
954 Cmd_AddCommand ("-attack", IN_AttackUp);
955 Cmd_AddCommand ("+jump", IN_JumpDown);
956 Cmd_AddCommand ("-jump", IN_JumpUp);
957 Cmd_AddCommand ("impulse", IN_Impulse);
958 Cmd_AddCommand ("+klook", IN_KLookDown);
959 Cmd_AddCommand ("-klook", IN_KLookUp);
960 Cmd_AddCommand ("+mlook", IN_MLookDown);
961 Cmd_AddCommand ("-mlook", IN_MLookUp);
963 // LordHavoc: added use button
964 Cmd_AddCommand ("+use", IN_UseDown);
965 Cmd_AddCommand ("-use", IN_UseUp);
967 // LordHavoc: added 6 new buttons
968 Cmd_AddCommand ("+button3", IN_Button3Down);
969 Cmd_AddCommand ("-button3", IN_Button3Up);
970 Cmd_AddCommand ("+button4", IN_Button4Down);
971 Cmd_AddCommand ("-button4", IN_Button4Up);
972 Cmd_AddCommand ("+button5", IN_Button5Down);
973 Cmd_AddCommand ("-button5", IN_Button5Up);
974 Cmd_AddCommand ("+button6", IN_Button6Down);
975 Cmd_AddCommand ("-button6", IN_Button6Up);
976 Cmd_AddCommand ("+button7", IN_Button7Down);
977 Cmd_AddCommand ("-button7", IN_Button7Up);
978 Cmd_AddCommand ("+button8", IN_Button8Down);
979 Cmd_AddCommand ("-button8", IN_Button8Up);
981 Cvar_RegisterVariable(&cl_movement);
982 Cvar_RegisterVariable(&cl_movement_latency);
983 Cvar_RegisterVariable(&cl_movement_maxspeed);
984 Cvar_RegisterVariable(&cl_movement_maxairspeed);
985 Cvar_RegisterVariable(&cl_movement_stopspeed);
986 Cvar_RegisterVariable(&cl_movement_friction);
987 Cvar_RegisterVariable(&cl_movement_edgefriction);
988 Cvar_RegisterVariable(&cl_movement_stepheight);
989 Cvar_RegisterVariable(&cl_movement_accelerate);
990 Cvar_RegisterVariable(&cl_gravity);
991 Cvar_RegisterVariable(&cl_slowmo);
993 Cvar_RegisterVariable(&in_pitch_min);
994 Cvar_RegisterVariable(&in_pitch_max);
995 Cvar_RegisterVariable(&m_filter);