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_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 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"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 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)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 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"};
435 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)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 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"};
439 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"};
440 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)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
454 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)"};
455 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)"};
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459 extern cvar_t v_flipped;
465 Moves the local angle positions
468 void CL_AdjustAngles (void)
473 if (in_speed.state & 1)
474 speed = cl.realframetime * cl_anglespeedkey.value;
476 speed = cl.realframetime;
478 if (!(in_strafe.state & 1))
480 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
483 if (in_klook.state & 1)
486 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
490 up = CL_KeyState (&in_lookup);
491 down = CL_KeyState(&in_lookdown);
493 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501 if (cl.viewangles[YAW] >= 180)
502 cl.viewangles[YAW] -= 360;
503 if (cl.viewangles[PITCH] >= 180)
504 cl.viewangles[PITCH] -= 360;
505 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
509 int cl_ignoremousemoves = 2;
515 Send the intended movement message to the server
521 static float old_mouse_x = 0, old_mouse_y = 0;
523 // clamp before the move to prevent starting with bad angles
526 if(v_flipped.integer)
527 cl.viewangles[YAW] = -cl.viewangles[YAW];
529 // reset some of the command fields
530 cl.cmd.forwardmove = 0;
534 // get basic movement from keyboard
535 if (in_strafe.state & 1)
537 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
544 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
547 if (! (in_klook.state & 1) )
549 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
553 // adjust for speed key
554 if (in_speed.state & 1)
556 cl.cmd.forwardmove *= cl_movespeedkey.value;
557 cl.cmd.sidemove *= cl_movespeedkey.value;
558 cl.cmd.upmove *= cl_movespeedkey.value;
561 // allow mice or other external controllers to add to the move
564 // apply m_accelerate if it is on
565 if(m_accelerate.value > 1)
567 static float averagespeed = 0;
568 float speed, f, mi, ma;
570 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571 if(m_accelerate_filter.value > 0)
572 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
575 averagespeed = speed * f + averagespeed * (1 - f);
577 mi = max(1, m_accelerate_minspeed.value);
578 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
580 if(averagespeed <= mi)
584 else if(averagespeed >= ma)
586 f = m_accelerate.value;
591 f = log(averagespeed);
598 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
605 // apply m_filter if it is on
608 if (m_filter.integer)
610 in_mouse_x = (mx + old_mouse_x) * 0.5;
611 in_mouse_y = (my + old_mouse_y) * 0.5;
616 // ignore a mouse move if mouse was activated/deactivated this frame
617 if (cl_ignoremousemoves)
619 cl_ignoremousemoves--;
620 in_mouse_x = old_mouse_x = 0;
621 in_mouse_y = old_mouse_y = 0;
624 // if not in menu, apply mouse move to viewangles/movement
625 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
627 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628 if (cl_prydoncursor.integer > 0)
630 // mouse interacting with the scene, mostly stationary view
632 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
635 else if (in_strafe.state & 1)
637 // strafing mode, all looking is movement
639 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640 if (noclip_anglehack)
641 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
643 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
645 else if ((in_mlook.state & 1) || freelook.integer)
647 // mouselook, lookstrafe causes turning to become strafing
649 if (lookstrafe.integer)
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
652 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
657 // non-mouselook, yaw turning and forward/back movement
658 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
662 else // don't pitch drift when csqc is controlling the mouse
665 if(v_flipped.integer)
667 cl.viewangles[YAW] = -cl.viewangles[YAW];
668 cl.cmd.sidemove = -cl.cmd.sidemove;
671 // clamp after the move to prevent rendering with bad angles
674 if(cl_movecliptokeyboard.integer)
677 if (in_speed.state & 1)
678 f *= cl_movespeedkey.value;
679 if(cl_movecliptokeyboard.integer == 2)
681 // digital direction, analog amount
682 vec_t wishvel_x, wishvel_y;
683 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684 wishvel_x = fabs(cl.cmd.forwardmove);
685 wishvel_y = fabs(cl.cmd.sidemove);
686 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
688 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689 if(wishvel_x >= 2 * wishvel_y)
692 if(cl.cmd.forwardmove > 0)
693 cl.cmd.forwardmove = wishspeed;
695 cl.cmd.forwardmove = -wishspeed;
698 else if(wishvel_y >= 2 * wishvel_x)
701 cl.cmd.forwardmove = 0;
702 if(cl.cmd.sidemove > 0)
703 cl.cmd.sidemove = wishspeed;
705 cl.cmd.sidemove = -wishspeed;
710 if(cl.cmd.forwardmove > 0)
711 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
713 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714 if(cl.cmd.sidemove > 0)
715 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
717 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
721 else if(cl_movecliptokeyboard.integer)
723 // digital direction, digital amount
724 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725 cl.cmd.sidemove = cl_sidespeed.value * f;
726 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727 cl.cmd.sidemove = -cl_sidespeed.value * f;
730 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733 cl.cmd.forwardmove = -cl_backspeed.value * f;
735 cl.cmd.forwardmove = 0;
740 #include "cl_collision.h"
742 void CL_UpdatePrydonCursor(void)
746 if (cl_prydoncursor.integer <= 0)
747 VectorClear(cl.cmd.cursor_screen);
750 if (cl.cmd.cursor_screen[0] < -1)
752 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753 cl.cmd.cursor_screen[0] = -1;
755 if (cl.cmd.cursor_screen[0] > 1)
757 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758 cl.cmd.cursor_screen[0] = 1;
760 if (cl.cmd.cursor_screen[1] < -1)
762 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763 cl.cmd.cursor_screen[1] = -1;
765 if (cl.cmd.cursor_screen[1] > 1)
767 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768 cl.cmd.cursor_screen[1] = 1;
771 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773 cl.cmd.cursor_screen[2] = 1;
775 // calculate current view matrix
776 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777 // calculate direction vector of cursor in viewspace by using frustum slopes
778 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);
779 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780 // trace from view origin to the cursor
781 if (cl_prydoncursor_notrace.integer)
783 cl.cmd.cursor_fraction = 1.0f;
784 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785 VectorClear(cl.cmd.cursor_normal);
786 cl.cmd.cursor_entitynumber = 0;
789 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);
792 typedef enum waterlevel_e
801 typedef struct cl_clientmovement_state_s
806 // current bounding box (different if crouched vs standing)
809 // currently on the ground
811 // currently crouching
813 // what kind of water (SUPERCONTENTS_LAVA for instance)
816 waterlevel_t waterlevel;
817 // weird hacks when jumping out of water
818 // (this is in seconds and counts down to 0)
824 cl_clientmovement_state_t;
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
829 // 1 no nudge (just return the original if this test passes)
830 { 0.000, 0.000, 0.000},
832 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
833 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
834 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
835 // 4 diagonal flat nudges
836 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
837 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
838 // 8 diagonal upward nudges
839 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
840 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
841 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
842 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
843 // 8 diagonal downward nudges
844 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
845 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
846 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
854 for (i = 0;i < NUMOFFSETS;i++)
856 VectorAdd(offsets[i], s->origin, neworigin);
857 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
859 VectorCopy(neworigin, s->origin);
863 // if all offsets failed, give up
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
869 vec3_t origin1, origin2;
872 // make sure player is not stuck
873 CL_ClientMovement_Unstick(s);
878 // wants to crouch, this always works..
884 // wants to stand, if currently crouching we need to check for a
888 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889 if (!trace.startsolid)
895 VectorCopy(cl.playercrouchmins, s->mins);
896 VectorCopy(cl.playercrouchmaxs, s->maxs);
900 VectorCopy(cl.playerstandmins, s->mins);
901 VectorCopy(cl.playerstandmaxs, s->maxs);
905 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
910 // set watertype/waterlevel
911 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912 s->waterlevel = WATERLEVEL_NONE;
913 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
916 s->waterlevel = WATERLEVEL_WETFEET;
917 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
920 s->waterlevel = WATERLEVEL_SWIMMING;
921 origin1[2] = s->origin[2] + 22;
922 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923 s->waterlevel = WATERLEVEL_SUBMERGED;
927 // water jump prediction
928 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929 s->waterjumptime = 0;
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
938 vec3_t currentorigin2;
940 vec3_t primalvelocity;
944 CL_ClientMovement_UpdateStatus(s);
945 VectorCopy(s->velocity, primalvelocity);
946 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
948 VectorMA(s->origin, t, s->velocity, neworigin);
949 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
952 // may be a step or wall, try stepping up
953 // first move forward at a higher level
954 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957 if (!trace2.startsolid)
959 // then move down from there
960 VectorCopy(trace2.endpos, currentorigin2);
961 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963 //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]);
964 // accept the new trace if it made some progress
965 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
968 VectorCopy(trace3.endpos, trace.endpos);
973 // check if it moved at all
974 if (trace.fraction >= 0.001)
975 VectorCopy(trace.endpos, s->origin);
977 // check if it moved all the way
978 if (trace.fraction == 1)
981 //if (trace.plane.normal[2] > 0.7)
982 // s->onground = true;
984 t -= t * trace.fraction;
986 f = DotProduct(s->velocity, trace.plane.normal);
987 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
989 if (s->waterjumptime > 0)
990 VectorCopy(primalvelocity, s->velocity);
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1001 // water jump only in certain situations
1002 // this mimics quakeworld code
1003 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1008 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009 AngleVectors(yawangles, forward, NULL, NULL);
1010 VectorMA(s->origin, 24, forward, spot);
1012 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1015 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1017 VectorScale(forward, 50, s->velocity);
1018 s->velocity[2] = 310;
1019 s->waterjumptime = 2;
1020 s->onground = false;
1021 s->cmd.canjump = false;
1026 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1028 // drift towards bottom
1029 VectorSet(wishvel, 0, 0, -60);
1037 // calculate movement vector
1038 AngleVectors(s->cmd.viewangles, forward, right, up);
1039 VectorSet(up, 0, 0, 1);
1040 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1043 // split wishvel into wishspeed and wishdir
1044 wishspeed = VectorLength(wishvel);
1046 VectorScale(wishvel, 1 / wishspeed, wishdir);
1048 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1054 if (s->waterjumptime <= 0)
1057 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1059 VectorScale(s->velocity, f, s->velocity);
1061 // water acceleration
1062 f = wishspeed - DotProduct(s->velocity, wishdir);
1065 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066 VectorMA(s->velocity, f, wishdir, s->velocity);
1069 // holding jump button swims upward slowly
1072 if (s->watertype & SUPERCONTENTS_LAVA)
1073 s->velocity[2] = 50;
1074 else if (s->watertype & SUPERCONTENTS_SLIME)
1075 s->velocity[2] = 80;
1078 if (gamemode == GAME_NEXUIZ)
1079 s->velocity[2] = 200;
1081 s->velocity[2] = 100;
1086 CL_ClientMovement_Move(s);
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1091 if(forward == 0 && side == 0)
1092 return 0; // avoid division by zero
1093 angle -= RAD2DEG(atan2(side, forward));
1094 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1099 return 1 - fabs(angle);
1102 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1104 vec_t zspeed, speed, dot, k;
1107 // this doesn't play well with analog input
1108 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1112 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1117 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1119 zspeed = s->velocity[2];
1121 speed = VectorNormalizeLength(s->velocity);
1123 dot = DotProduct(s->velocity, wishdir);
1124 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1126 if(dot > 0) { // we can't change direction while slowing down
1127 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1128 VectorNormalize(s->velocity);
1131 VectorScale(s->velocity, speed, s->velocity);
1132 s->velocity[2] = zspeed;
1135 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric)
1142 vec_t vel_xy_current;
1143 vec_t vel_xy_backward, vel_xy_forward;
1144 qboolean speedclamp;
1146 speedclamp = (accelqw < 0);
1150 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1151 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1153 vel_straight = DotProduct(s->velocity, wishdir);
1154 vel_z = s->velocity[2];
1155 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1156 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1158 step = accel * s->cmd.frametime * wishspeed0;
1160 vel_xy_current = VectorLength(vel_xy);
1161 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1162 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1163 if(vel_xy_backward < 0)
1164 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1166 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1168 if(sidefric < 0 && VectorLength2(vel_perpend))
1169 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1172 f = 1 - s->cmd.frametime * wishspeed * sidefric;
1173 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1175 VectorScale(vel_perpend, f, vel_perpend);
1179 VectorScale(vel_perpend, bound(fmin, f, 1.0f), vel_perpend);
1183 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1185 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1189 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1190 if(vel_xy_current > 0) // prevent division by zero
1192 VectorNormalize(s->velocity);
1193 VectorScale(s->velocity, vel_xy_current, s->velocity);
1197 s->velocity[2] += vel_z;
1200 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1202 vec3_t curvel, wishvel, acceldir, curdir;
1203 float addspeed, accelspeed, curspeed;
1206 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1207 float bunnyaccel = cl.movevars_warsowbunny_accel;
1208 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1209 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1210 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1215 VectorCopy( s->velocity, curvel );
1217 curspeed = VectorLength( curvel );
1219 if( wishspeed > curspeed * 1.01f )
1221 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1222 if( accelspeed < wishspeed )
1223 wishspeed = accelspeed;
1227 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1230 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1232 VectorScale( wishdir, wishspeed, wishvel );
1233 VectorSubtract( wishvel, curvel, acceldir );
1234 addspeed = VectorNormalizeLength( acceldir );
1236 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1237 if( accelspeed > addspeed )
1238 accelspeed = addspeed;
1240 if( backtosideratio < 1.0f )
1242 VectorNormalize2( curvel, curdir );
1243 dot = DotProduct( acceldir, curdir );
1245 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1248 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1251 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1266 // jump if on ground with jump button pressed but only if it has been
1267 // released at least once since the last jump
1270 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"
1272 s->velocity[2] += cl.movevars_jumpvelocity;
1273 s->onground = false;
1274 s->cmd.canjump = false;
1278 s->cmd.canjump = true;
1280 // calculate movement vector
1281 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1282 AngleVectors(yawangles, forward, right, up);
1283 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1285 // split wishvel into wishspeed and wishdir
1286 wishspeed = VectorLength(wishvel);
1288 VectorScale(wishvel, 1 / wishspeed, wishdir);
1290 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1291 // check if onground
1294 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1298 // apply edge friction
1299 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1302 friction = cl.movevars_friction;
1303 if (cl.movevars_edgefriction != 1)
1307 // note: QW uses the full player box for the trace, and yet still
1308 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1309 // this mimics it for compatibility
1310 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1311 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1312 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1313 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1315 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1316 if (trace.fraction == 1 && !trace.startsolid)
1317 friction *= cl.movevars_edgefriction;
1319 // apply ground friction
1320 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1322 VectorScale(s->velocity, f, s->velocity);
1324 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1327 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1328 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1330 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1331 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1333 if (VectorLength2(s->velocity))
1334 CL_ClientMovement_Move(s);
1338 if (s->waterjumptime <= 0)
1340 // apply air speed limit
1341 vec_t accel, wishspeed0, wishspeed2, accelqw;
1342 qboolean accelerating;
1344 accelqw = cl.movevars_airaccel_qw;
1345 wishspeed0 = wishspeed;
1346 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1349 accel = cl.movevars_airaccelerate;
1351 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1352 wishspeed2 = wishspeed;
1355 if(cl.movevars_airstopaccelerate != 0)
1356 if(DotProduct(s->velocity, wishdir) < 0)
1357 accel = cl.movevars_airstopaccelerate;
1358 // this doesn't play well with analog input, but can't really be
1359 // fixed like the AirControl can. So, don't set the maxairstrafe*
1360 // cvars when you want to support analog input.
1361 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1363 if(cl.movevars_maxairstrafespeed)
1365 if(wishspeed > cl.movevars_maxairstrafespeed)
1366 wishspeed = cl.movevars_maxairstrafespeed;
1367 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1369 // otherwise, CPMA-style air acceleration misbehaves a lot
1370 // if partially non-QW acceleration is used (as in, strafing
1371 // would get faster than moving forward straight)
1373 if(cl.movevars_airstrafeaccelerate)
1375 accel = cl.movevars_airstrafeaccelerate;
1376 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1378 // otherwise, CPMA-style air acceleration misbehaves a lot
1379 // if partially non-QW acceleration is used (as in, strafing
1380 // would get faster than moving forward straight)
1385 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1386 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1388 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1390 if(cl.movevars_aircontrol)
1391 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1393 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1394 CL_ClientMovement_Move(s);
1398 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1400 //Con_Printf(" %f", frametime);
1402 s->cmd.canjump = true;
1403 s->waterjumptime -= s->cmd.frametime;
1404 CL_ClientMovement_UpdateStatus(s);
1405 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1406 CL_ClientMovement_Physics_Swim(s);
1408 CL_ClientMovement_Physics_Walk(s);
1411 extern cvar_t slowmo;
1412 void CL_UpdateMoveVars(void)
1414 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1418 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1420 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1421 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1422 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1423 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1424 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1425 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1426 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1427 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1428 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1429 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1430 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1431 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1432 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1433 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1434 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1435 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1436 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1437 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1438 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1439 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1440 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1441 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1442 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1443 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1444 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1445 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1446 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1447 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1448 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1453 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1454 cl.movevars_timescale = slowmo.value;
1455 cl.movevars_gravity = sv_gravity.value;
1456 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1457 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1458 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1459 cl.movevars_accelerate = cl_movement_accelerate.value;
1460 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1461 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1462 cl.movevars_friction = cl_movement_friction.value;
1463 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1464 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1465 cl.movevars_entgravity = 1;
1466 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1467 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1468 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1469 cl.movevars_stepheight = cl_movement_stepheight.value;
1470 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1471 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1472 cl.movevars_airstopaccelerate = 0;
1473 cl.movevars_airstrafeaccelerate = 0;
1474 cl.movevars_maxairstrafespeed = 0;
1475 cl.movevars_aircontrol = 0;
1476 cl.movevars_warsowbunny_airforwardaccel = 0;
1477 cl.movevars_warsowbunny_accel = 0;
1478 cl.movevars_warsowbunny_topspeed = 0;
1479 cl.movevars_warsowbunny_turnaccel = 0;
1480 cl.movevars_warsowbunny_backtosideratio = 0;
1483 if(!(cl.moveflags & MOVEFLAG_VALID))
1485 if(gamemode == GAME_NEXUIZ)
1486 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1490 void CL_ClientMovement_Replay(void)
1493 double totalmovemsec;
1494 cl_clientmovement_state_t s;
1496 if (cl.movement_predicted && !cl.movement_replay)
1499 // set up starting state for the series of moves
1500 memset(&s, 0, sizeof(s));
1501 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1502 VectorCopy(cl.mvelocity[0], s.velocity);
1503 s.crouched = true; // will be updated on first move
1504 //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]);
1507 for (i = 0;i < CL_MAX_USERCMDS;i++)
1508 if (cl.movecmd[i].sequence > cls.servermovesequence)
1509 totalmovemsec += cl.movecmd[i].msec;
1510 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);
1511 //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);
1512 if (cl.movement_predicted)
1514 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1516 // replay the input queue to predict current location
1517 // note: this relies on the fact there's always one queue item at the end
1519 // find how many are still valid
1520 for (i = 0;i < CL_MAX_USERCMDS;i++)
1521 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1523 // now walk them in oldest to newest order
1524 for (i--;i >= 0;i--)
1526 s.cmd = cl.movecmd[i];
1527 if (i < CL_MAX_USERCMDS - 1)
1528 s.cmd.canjump = cl.movecmd[i+1].canjump;
1529 // if a move is more than 50ms, do it as two moves (matching qwsv)
1530 //Con_Printf("%i ", s.cmd.msec);
1531 if(s.cmd.frametime > 0.0005)
1533 if (s.cmd.frametime > 0.05)
1535 s.cmd.frametime /= 2;
1536 CL_ClientMovement_PlayerMove(&s);
1538 CL_ClientMovement_PlayerMove(&s);
1539 cl.movecmd[i].canjump = s.cmd.canjump;
1543 CL_ClientMovement_UpdateStatus(&s);
1547 // get the first movement queue entry to know whether to crouch and such
1548 s.cmd = cl.movecmd[0];
1551 if (cls.demoplayback) // for bob, speedometer
1552 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1555 cl.movement_replay = false;
1556 // update the interpolation target position and velocity
1557 VectorCopy(s.origin, cl.movement_origin);
1558 VectorCopy(s.velocity, cl.movement_velocity);
1561 // update the onground flag if appropriate
1562 if (cl.movement_predicted)
1564 // when predicted we simply set the flag according to the UpdateStatus
1565 cl.onground = s.onground;
1569 // when not predicted, cl.onground is cleared by cl_parse.c each time
1570 // an update packet is received, but can be forced on here to hide
1571 // server inconsistencies in the onground flag
1572 // (which mostly occur when stepping up stairs at very high framerates
1573 // where after the step up the move continues forward and not
1574 // downward so the ground is not detected)
1576 // such onground inconsistencies can cause jittery gun bobbing and
1577 // stair smoothing, so we set onground if UpdateStatus says so
1582 // react to onground state changes (for gun bob)
1585 if (!cl.oldonground)
1586 cl.hitgroundtime = cl.movecmd[0].time;
1587 cl.lastongroundtime = cl.movecmd[0].time;
1589 cl.oldonground = cl.onground;
1592 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1597 if (to->viewangles[0] != from->viewangles[0])
1598 bits |= QW_CM_ANGLE1;
1599 if (to->viewangles[1] != from->viewangles[1])
1600 bits |= QW_CM_ANGLE2;
1601 if (to->viewangles[2] != from->viewangles[2])
1602 bits |= QW_CM_ANGLE3;
1603 if (to->forwardmove != from->forwardmove)
1604 bits |= QW_CM_FORWARD;
1605 if (to->sidemove != from->sidemove)
1607 if (to->upmove != from->upmove)
1609 if (to->buttons != from->buttons)
1610 bits |= QW_CM_BUTTONS;
1611 if (to->impulse != from->impulse)
1612 bits |= QW_CM_IMPULSE;
1614 MSG_WriteByte(buf, bits);
1615 if (bits & QW_CM_ANGLE1)
1616 MSG_WriteAngle16i(buf, to->viewangles[0]);
1617 if (bits & QW_CM_ANGLE2)
1618 MSG_WriteAngle16i(buf, to->viewangles[1]);
1619 if (bits & QW_CM_ANGLE3)
1620 MSG_WriteAngle16i(buf, to->viewangles[2]);
1621 if (bits & QW_CM_FORWARD)
1622 MSG_WriteShort(buf, (short) to->forwardmove);
1623 if (bits & QW_CM_SIDE)
1624 MSG_WriteShort(buf, (short) to->sidemove);
1625 if (bits & QW_CM_UP)
1626 MSG_WriteShort(buf, (short) to->upmove);
1627 if (bits & QW_CM_BUTTONS)
1628 MSG_WriteByte(buf, to->buttons);
1629 if (bits & QW_CM_IMPULSE)
1630 MSG_WriteByte(buf, to->impulse);
1631 MSG_WriteByte(buf, to->msec);
1634 void CL_NewFrameReceived(int num)
1636 if (developer_networkentities.integer >= 10)
1637 Con_Printf("recv: svc_entities %i\n", num);
1638 cl.latestframenums[cl.latestframenumsposition] = num;
1639 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1640 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1648 usercmd_t nullcmd; // for delta compression of qw moves
1649 void CL_SendMove(void)
1651 int i, j, packetloss;
1657 unsigned char data[1024];
1663 // if playing a demo, do nothing
1667 // we don't que moves during a lag spike (potential network timeout)
1668 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1670 // we build up cl.cmd and then decide whether to send or not
1671 // we store this into cl.movecmd[0] for prediction each frame even if we
1672 // do not send, to make sure that prediction is instant
1673 cl.cmd.time = cl.time;
1674 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1677 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1679 if (in_attack.state & 3) bits |= 1;
1680 if (in_jump.state & 3) bits |= 2;
1681 if (in_button3.state & 3) bits |= 4;
1682 if (in_button4.state & 3) bits |= 8;
1683 if (in_button5.state & 3) bits |= 16;
1684 if (in_button6.state & 3) bits |= 32;
1685 if (in_button7.state & 3) bits |= 64;
1686 if (in_button8.state & 3) bits |= 128;
1687 if (in_use.state & 3) bits |= 256;
1688 if (key_dest != key_game || key_consoleactive) bits |= 512;
1689 if (cl_prydoncursor.integer > 0) bits |= 1024;
1690 if (in_button9.state & 3) bits |= 2048;
1691 if (in_button10.state & 3) bits |= 4096;
1692 if (in_button11.state & 3) bits |= 8192;
1693 if (in_button12.state & 3) bits |= 16384;
1694 if (in_button13.state & 3) bits |= 32768;
1695 if (in_button14.state & 3) bits |= 65536;
1696 if (in_button15.state & 3) bits |= 131072;
1697 if (in_button16.state & 3) bits |= 262144;
1698 // button bits 19-31 unused currently
1699 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1700 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1701 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1702 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1703 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1705 // set buttons and impulse
1706 cl.cmd.buttons = bits;
1707 cl.cmd.impulse = in_impulse;
1710 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1712 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1713 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1714 // ridiculous value rejection (matches qw)
1715 if (cl.cmd.msec > 250)
1717 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1719 cl.cmd.predicted = cl_movement.integer != 0;
1721 // movement is set by input code (forwardmove/sidemove/upmove)
1722 // always dump the first two moves, because they may contain leftover inputs from the last level
1723 if (cl.cmd.sequence <= 2)
1724 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1726 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1728 switch (cls.protocol)
1730 case PROTOCOL_QUAKEWORLD:
1731 case PROTOCOL_QUAKE:
1732 case PROTOCOL_QUAKEDP:
1733 case PROTOCOL_NEHAHRAMOVIE:
1734 case PROTOCOL_NEHAHRABJP:
1735 case PROTOCOL_NEHAHRABJP2:
1736 case PROTOCOL_NEHAHRABJP3:
1737 case PROTOCOL_DARKPLACES1:
1738 case PROTOCOL_DARKPLACES2:
1739 case PROTOCOL_DARKPLACES3:
1740 case PROTOCOL_DARKPLACES4:
1741 case PROTOCOL_DARKPLACES5:
1743 case PROTOCOL_DARKPLACES6:
1744 case PROTOCOL_DARKPLACES7:
1745 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1746 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1748 case PROTOCOL_UNKNOWN:
1753 cl.movecmd[0] = cl.cmd;
1755 // don't predict more than 200fps
1756 if (realtime >= cl.lastpackettime + 0.005)
1757 cl.movement_replay = true; // redo the prediction
1759 // now decide whether to actually send this move
1760 // (otherwise it is only for prediction)
1762 // don't send too often or else network connections can get clogged by a
1763 // high renderer framerate
1764 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1765 if (cl.movevars_timescale && cl.movevars_ticrate)
1767 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1768 packettime = min(packettime, maxtic);
1771 // do not send 0ms packets because they mess up physics
1772 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1774 // always send if buttons changed or an impulse is pending
1775 // even if it violates the rate limit!
1776 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1777 // don't send too often (cl_netfps)
1778 if (!important && realtime < cl.lastpackettime + packettime)
1780 // don't choke the connection with packets (obey rate limit)
1781 // it is important that this check be last, because it adds a new
1782 // frame to the shownetgraph output and any cancelation after this
1783 // will produce a nasty spike-like look to the netgraph
1784 // we also still send if it is important
1785 if (!NetConn_CanSend(cls.netcon) && !important)
1787 // try to round off the lastpackettime to a multiple of the packet interval
1788 // (this causes it to emit packets at a steady beat)
1790 cl.lastpackettime = floor(realtime / packettime) * packettime;
1792 cl.lastpackettime = realtime;
1794 buf.maxsize = sizeof(data);
1798 // send the movement message
1799 // PROTOCOL_QUAKE clc_move = 16 bytes total
1800 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1801 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1802 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1803 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1804 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1805 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1806 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1807 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1808 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1809 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1811 // set prydon cursor info
1812 CL_UpdatePrydonCursor();
1814 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1816 switch (cls.protocol)
1818 case PROTOCOL_QUAKEWORLD:
1819 MSG_WriteByte(&buf, qw_clc_move);
1820 // save the position for a checksum byte
1821 checksumindex = buf.cursize;
1822 MSG_WriteByte(&buf, 0);
1823 // packet loss percentage
1824 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1825 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1827 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1828 MSG_WriteByte(&buf, packetloss);
1829 // write most recent 3 moves
1830 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1831 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1832 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1833 // calculate the checksum
1834 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1835 // if delta compression history overflows, request no delta
1836 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1837 cl.qw_validsequence = 0;
1838 // request delta compression if appropriate
1839 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1841 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1842 MSG_WriteByte(&buf, qw_clc_delta);
1843 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1846 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1848 case PROTOCOL_QUAKE:
1849 case PROTOCOL_QUAKEDP:
1850 case PROTOCOL_NEHAHRAMOVIE:
1851 case PROTOCOL_NEHAHRABJP:
1852 case PROTOCOL_NEHAHRABJP2:
1853 case PROTOCOL_NEHAHRABJP3:
1855 MSG_WriteByte (&buf, clc_move);
1856 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1858 for (i = 0;i < 3;i++)
1859 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1861 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1862 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1863 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1865 MSG_WriteByte (&buf, cl.cmd.buttons);
1866 MSG_WriteByte (&buf, cl.cmd.impulse);
1868 case PROTOCOL_DARKPLACES2:
1869 case PROTOCOL_DARKPLACES3:
1871 MSG_WriteByte (&buf, clc_move);
1872 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1874 for (i = 0;i < 3;i++)
1875 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1877 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1878 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1879 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1881 MSG_WriteByte (&buf, cl.cmd.buttons);
1882 MSG_WriteByte (&buf, cl.cmd.impulse);
1884 case PROTOCOL_DARKPLACES1:
1885 case PROTOCOL_DARKPLACES4:
1886 case PROTOCOL_DARKPLACES5:
1888 MSG_WriteByte (&buf, clc_move);
1889 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1891 for (i = 0;i < 3;i++)
1892 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1894 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1895 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1896 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1898 MSG_WriteByte (&buf, cl.cmd.buttons);
1899 MSG_WriteByte (&buf, cl.cmd.impulse);
1900 case PROTOCOL_DARKPLACES6:
1901 case PROTOCOL_DARKPLACES7:
1902 // set the maxusercmds variable to limit how many should be sent
1903 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1904 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1905 if (!cl.cmd.predicted)
1908 // send the latest moves in order, the old ones will be
1909 // ignored by the server harmlessly, however if the previous
1910 // packets were lost these moves will be used
1912 // this reduces packet loss impact on gameplay.
1913 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1915 // don't repeat any stale moves
1916 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1919 MSG_WriteByte (&buf, clc_move);
1920 if (cls.protocol != PROTOCOL_DARKPLACES6)
1921 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1922 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1924 for (i = 0;i < 3;i++)
1925 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1927 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1928 MSG_WriteCoord16i (&buf, cmd->sidemove);
1929 MSG_WriteCoord16i (&buf, cmd->upmove);
1931 MSG_WriteLong (&buf, cmd->buttons);
1932 MSG_WriteByte (&buf, cmd->impulse);
1933 // PRYDON_CLIENTCURSOR
1935 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1936 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1937 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1938 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1939 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1940 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1941 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1942 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1943 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1946 case PROTOCOL_UNKNOWN:
1951 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1953 // ack entity frame numbers received since the last input was sent
1954 // (redundent to improve handling of client->server packet loss)
1955 // if cl_netrepeatinput is 1 and client framerate matches server
1956 // framerate, this is 10 bytes, if client framerate is lower this
1959 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1960 if (oldsequence < 1)
1962 for (i = 0;i < LATESTFRAMENUMS;i++)
1964 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1965 if (cl.latestsendnums[j] >= oldsequence)
1967 if (developer_networkentities.integer >= 10)
1968 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1969 MSG_WriteByte(&buf, clc_ackframe);
1970 MSG_WriteLong(&buf, cl.latestframenums[j]);
1975 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1976 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1978 // acknowledge any recently received data blocks
1979 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1981 MSG_WriteByte(&buf, clc_ackdownloaddata);
1982 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1983 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1984 cls.dp_downloadack[i].start = 0;
1985 cls.dp_downloadack[i].size = 0;
1988 // send the reliable message (forwarded commands) if there is one
1989 if (buf.cursize || cls.netcon->message.cursize)
1990 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1994 // update the cl.movecmd array which holds the most recent moves,
1995 // because we now need a new slot for the next input
1996 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1997 cl.movecmd[i] = cl.movecmd[i-1];
1998 cl.movecmd[0].msec = 0;
1999 cl.movecmd[0].frametime = 0;
2002 // clear button 'click' states
2003 in_attack.state &= ~2;
2004 in_jump.state &= ~2;
2005 in_button3.state &= ~2;
2006 in_button4.state &= ~2;
2007 in_button5.state &= ~2;
2008 in_button6.state &= ~2;
2009 in_button7.state &= ~2;
2010 in_button8.state &= ~2;
2012 in_button9.state &= ~2;
2013 in_button10.state &= ~2;
2014 in_button11.state &= ~2;
2015 in_button12.state &= ~2;
2016 in_button13.state &= ~2;
2017 in_button14.state &= ~2;
2018 in_button15.state &= ~2;
2019 in_button16.state &= ~2;
2023 if (cls.netcon->message.overflowed)
2025 Con_Print("CL_SendMove: lost server connection\n");
2027 Host_ShutdownServer();
2036 void CL_InitInput (void)
2038 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2039 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2040 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2041 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2042 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2043 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2044 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2045 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2046 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2047 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2048 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2049 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2050 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2051 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2052 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2053 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2054 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2055 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2056 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2057 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2058 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2059 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2060 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2061 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2062 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2063 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2064 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2065 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2066 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2067 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2068 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2069 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2070 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2072 // LordHavoc: added use button
2073 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2074 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2076 // LordHavoc: added 6 new buttons
2077 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2078 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2079 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2080 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2081 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2082 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2083 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2084 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2085 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2086 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2087 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2088 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2089 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2090 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2091 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2092 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2093 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2094 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2095 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2096 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2097 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2098 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2099 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2100 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2101 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2102 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2103 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2104 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2106 // LordHavoc: added bestweapon command
2107 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)");
2109 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");
2111 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2113 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2114 Cvar_RegisterVariable(&cl_movement);
2115 Cvar_RegisterVariable(&cl_movement_nettimeout);
2116 Cvar_RegisterVariable(&cl_movement_minping);
2117 Cvar_RegisterVariable(&cl_movement_track_canjump);
2118 Cvar_RegisterVariable(&cl_movement_maxspeed);
2119 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2120 Cvar_RegisterVariable(&cl_movement_stopspeed);
2121 Cvar_RegisterVariable(&cl_movement_friction);
2122 Cvar_RegisterVariable(&cl_movement_wallfriction);
2123 Cvar_RegisterVariable(&cl_movement_waterfriction);
2124 Cvar_RegisterVariable(&cl_movement_edgefriction);
2125 Cvar_RegisterVariable(&cl_movement_stepheight);
2126 Cvar_RegisterVariable(&cl_movement_accelerate);
2127 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2128 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2129 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2130 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2131 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2133 Cvar_RegisterVariable(&in_pitch_min);
2134 Cvar_RegisterVariable(&in_pitch_max);
2135 Cvar_RegisterVariable(&m_filter);
2136 Cvar_RegisterVariable(&m_accelerate);
2137 Cvar_RegisterVariable(&m_accelerate_minspeed);
2138 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2139 Cvar_RegisterVariable(&m_accelerate_filter);
2141 Cvar_RegisterVariable(&cl_netfps);
2142 Cvar_RegisterVariable(&cl_netrepeatinput);
2143 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2145 Cvar_RegisterVariable(&cl_nodelta);