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 && cl_prydoncursor.integer <= 0)
627 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628 if (in_strafe.state & 1)
630 // strafing mode, all looking is movement
632 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
633 if (noclip_anglehack)
634 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
636 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
638 else if ((in_mlook.state & 1) || freelook.integer)
640 // mouselook, lookstrafe causes turning to become strafing
642 if (lookstrafe.integer)
643 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
645 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
646 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
650 // non-mouselook, yaw turning and forward/back movement
651 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
652 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
655 else // don't pitch drift when csqc is controlling the mouse
657 // mouse interacting with the scene, mostly stationary view
659 // update prydon cursor
660 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
661 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
664 if(v_flipped.integer)
666 cl.viewangles[YAW] = -cl.viewangles[YAW];
667 cl.cmd.sidemove = -cl.cmd.sidemove;
670 // clamp after the move to prevent rendering with bad angles
673 if(cl_movecliptokeyboard.integer)
676 if (in_speed.state & 1)
677 f *= cl_movespeedkey.value;
678 if(cl_movecliptokeyboard.integer == 2)
680 // digital direction, analog amount
681 vec_t wishvel_x, wishvel_y;
682 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
683 wishvel_x = fabs(cl.cmd.forwardmove);
684 wishvel_y = fabs(cl.cmd.sidemove);
685 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
688 if(wishvel_x >= 2 * wishvel_y)
691 if(cl.cmd.forwardmove > 0)
692 cl.cmd.forwardmove = wishspeed;
694 cl.cmd.forwardmove = -wishspeed;
697 else if(wishvel_y >= 2 * wishvel_x)
700 cl.cmd.forwardmove = 0;
701 if(cl.cmd.sidemove > 0)
702 cl.cmd.sidemove = wishspeed;
704 cl.cmd.sidemove = -wishspeed;
709 if(cl.cmd.forwardmove > 0)
710 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
713 if(cl.cmd.sidemove > 0)
714 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
720 else if(cl_movecliptokeyboard.integer)
722 // digital direction, digital amount
723 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
724 cl.cmd.sidemove = cl_sidespeed.value * f;
725 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
726 cl.cmd.sidemove = -cl_sidespeed.value * f;
729 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
730 cl.cmd.forwardmove = cl_forwardspeed.value * f;
731 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
732 cl.cmd.forwardmove = -cl_backspeed.value * f;
734 cl.cmd.forwardmove = 0;
739 #include "cl_collision.h"
741 void CL_UpdatePrydonCursor(void)
745 if (cl_prydoncursor.integer <= 0)
746 VectorClear(cl.cmd.cursor_screen);
749 if (cl.cmd.cursor_screen[0] < -1)
751 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
752 cl.cmd.cursor_screen[0] = -1;
754 if (cl.cmd.cursor_screen[0] > 1)
756 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
757 cl.cmd.cursor_screen[0] = 1;
759 if (cl.cmd.cursor_screen[1] < -1)
761 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
762 cl.cmd.cursor_screen[1] = -1;
764 if (cl.cmd.cursor_screen[1] > 1)
766 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
767 cl.cmd.cursor_screen[1] = 1;
770 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
771 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
772 cl.cmd.cursor_screen[2] = 1;
774 // calculate current view matrix
775 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
776 // calculate direction vector of cursor in viewspace by using frustum slopes
777 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
778 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
779 // trace from view origin to the cursor
780 if (cl_prydoncursor_notrace.integer)
782 cl.cmd.cursor_fraction = 1.0f;
783 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
784 VectorClear(cl.cmd.cursor_normal);
785 cl.cmd.cursor_entitynumber = 0;
788 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);
791 typedef enum waterlevel_e
800 typedef struct cl_clientmovement_state_s
805 // current bounding box (different if crouched vs standing)
808 // currently on the ground
810 // currently crouching
812 // what kind of water (SUPERCONTENTS_LAVA for instance)
815 waterlevel_t waterlevel;
816 // weird hacks when jumping out of water
817 // (this is in seconds and counts down to 0)
823 cl_clientmovement_state_t;
825 #define NUMOFFSETS 27
826 static vec3_t offsets[NUMOFFSETS] =
828 // 1 no nudge (just return the original if this test passes)
829 { 0.000, 0.000, 0.000},
831 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
832 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
833 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
834 // 4 diagonal flat nudges
835 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
836 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
837 // 8 diagonal upward nudges
838 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
839 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
840 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
841 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
842 // 8 diagonal downward nudges
843 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
844 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
845 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
846 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
849 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
853 for (i = 0;i < NUMOFFSETS;i++)
855 VectorAdd(offsets[i], s->origin, neworigin);
856 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
858 VectorCopy(neworigin, s->origin);
862 // if all offsets failed, give up
866 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
868 vec3_t origin1, origin2;
871 // make sure player is not stuck
872 CL_ClientMovement_Unstick(s);
877 // wants to crouch, this always works..
883 // wants to stand, if currently crouching we need to check for a
887 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
888 if (!trace.startsolid)
894 VectorCopy(cl.playercrouchmins, s->mins);
895 VectorCopy(cl.playercrouchmaxs, s->maxs);
899 VectorCopy(cl.playerstandmins, s->mins);
900 VectorCopy(cl.playerstandmaxs, s->maxs);
904 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
905 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
906 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
907 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
909 // set watertype/waterlevel
910 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
911 s->waterlevel = WATERLEVEL_NONE;
912 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
915 s->waterlevel = WATERLEVEL_WETFEET;
916 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
917 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919 s->waterlevel = WATERLEVEL_SWIMMING;
920 origin1[2] = s->origin[2] + 22;
921 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
922 s->waterlevel = WATERLEVEL_SUBMERGED;
926 // water jump prediction
927 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
928 s->waterjumptime = 0;
931 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
937 vec3_t currentorigin2;
939 vec3_t primalvelocity;
943 CL_ClientMovement_UpdateStatus(s);
944 VectorCopy(s->velocity, primalvelocity);
945 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
947 VectorMA(s->origin, t, s->velocity, neworigin);
948 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
949 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
951 // may be a step or wall, try stepping up
952 // first move forward at a higher level
953 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
954 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
955 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
956 if (!trace2.startsolid)
958 // then move down from there
959 VectorCopy(trace2.endpos, currentorigin2);
960 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
961 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
962 //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]);
963 // accept the new trace if it made some progress
964 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
967 VectorCopy(trace3.endpos, trace.endpos);
972 // check if it moved at all
973 if (trace.fraction >= 0.001)
974 VectorCopy(trace.endpos, s->origin);
976 // check if it moved all the way
977 if (trace.fraction == 1)
980 //if (trace.plane.normal[2] > 0.7)
981 // s->onground = true;
983 t -= t * trace.fraction;
985 f = DotProduct(s->velocity, trace.plane.normal);
986 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988 if (s->waterjumptime > 0)
989 VectorCopy(primalvelocity, s->velocity);
993 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1000 // water jump only in certain situations
1001 // this mimics quakeworld code
1002 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1007 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1008 AngleVectors(yawangles, forward, NULL, NULL);
1009 VectorMA(s->origin, 24, forward, spot);
1011 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1014 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1016 VectorScale(forward, 50, s->velocity);
1017 s->velocity[2] = 310;
1018 s->waterjumptime = 2;
1019 s->onground = false;
1020 s->cmd.canjump = false;
1025 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027 // drift towards bottom
1028 VectorSet(wishvel, 0, 0, -60);
1036 // calculate movement vector
1037 AngleVectors(s->cmd.viewangles, forward, right, up);
1038 VectorSet(up, 0, 0, 1);
1039 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1042 // split wishvel into wishspeed and wishdir
1043 wishspeed = VectorLength(wishvel);
1045 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1048 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1053 if (s->waterjumptime <= 0)
1056 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058 VectorScale(s->velocity, f, s->velocity);
1060 // water acceleration
1061 f = wishspeed - DotProduct(s->velocity, wishdir);
1064 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1065 VectorMA(s->velocity, f, wishdir, s->velocity);
1068 // holding jump button swims upward slowly
1071 if (s->watertype & SUPERCONTENTS_LAVA)
1072 s->velocity[2] = 50;
1073 else if (s->watertype & SUPERCONTENTS_SLIME)
1074 s->velocity[2] = 80;
1077 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1078 s->velocity[2] = 200;
1080 s->velocity[2] = 100;
1085 CL_ClientMovement_Move(s);
1088 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 if(forward == 0 && side == 0)
1091 return 0; // avoid division by zero
1092 angle -= RAD2DEG(atan2(side, forward));
1093 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1098 return 1 - fabs(angle);
1101 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1117 return a * pow(fabs(b / a), lerp);
1120 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1122 vec_t zspeed, speed, dot, k;
1125 // this doesn't play well with analog input
1126 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1130 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1135 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1137 zspeed = s->velocity[2];
1139 speed = VectorNormalizeLength(s->velocity);
1141 dot = DotProduct(s->velocity, wishdir);
1143 if(dot > 0) { // we can't change direction while slowing down
1144 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1145 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1146 k *= cl.movevars_aircontrol;
1147 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1148 VectorNormalize(s->velocity);
1151 VectorScale(s->velocity, speed, s->velocity);
1152 s->velocity[2] = zspeed;
1155 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1158 (accelqw < 0 ? -1 : +1)
1160 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1163 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, vec_t speedlimit)
1170 vec_t vel_xy_current;
1171 vec_t vel_xy_backward, vel_xy_forward;
1172 qboolean speedclamp;
1174 speedclamp = (accelqw < 0);
1178 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1179 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1181 vel_straight = DotProduct(s->velocity, wishdir);
1182 vel_z = s->velocity[2];
1183 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1184 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1186 step = accel * s->cmd.frametime * wishspeed0;
1188 vel_xy_current = VectorLength(vel_xy);
1190 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1191 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1192 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1193 if(vel_xy_backward < 0)
1194 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1196 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1198 if(sidefric < 0 && VectorLength2(vel_perpend))
1199 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1202 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1203 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1205 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1206 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1207 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1208 // obviously, this cannot be
1210 VectorScale(vel_perpend, f, vel_perpend);
1214 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1218 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1220 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1224 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1225 if(vel_xy_current > 0) // prevent division by zero
1227 VectorNormalize(s->velocity);
1228 VectorScale(s->velocity, vel_xy_current, s->velocity);
1232 s->velocity[2] += vel_z;
1235 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1237 vec3_t curvel, wishvel, acceldir, curdir;
1238 float addspeed, accelspeed, curspeed;
1241 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1242 float bunnyaccel = cl.movevars_warsowbunny_accel;
1243 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1244 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1245 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1250 VectorCopy( s->velocity, curvel );
1252 curspeed = VectorLength( curvel );
1254 if( wishspeed > curspeed * 1.01f )
1256 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1257 if( accelspeed < wishspeed )
1258 wishspeed = accelspeed;
1262 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1265 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1267 VectorScale( wishdir, wishspeed, wishvel );
1268 VectorSubtract( wishvel, curvel, acceldir );
1269 addspeed = VectorNormalizeLength( acceldir );
1271 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1272 if( accelspeed > addspeed )
1273 accelspeed = addspeed;
1275 if( backtosideratio < 1.0f )
1277 VectorNormalize2( curvel, curdir );
1278 dot = DotProduct( acceldir, curdir );
1280 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1283 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1286 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1302 // jump if on ground with jump button pressed but only if it has been
1303 // released at least once since the last jump
1306 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"
1308 s->velocity[2] += cl.movevars_jumpvelocity;
1309 s->onground = false;
1310 s->cmd.canjump = false;
1314 s->cmd.canjump = true;
1316 // calculate movement vector
1317 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1318 AngleVectors(yawangles, forward, right, up);
1319 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1321 // split wishvel into wishspeed and wishdir
1322 wishspeed = VectorLength(wishvel);
1324 VectorScale(wishvel, 1 / wishspeed, wishdir);
1326 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1327 // check if onground
1330 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1334 // apply edge friction
1335 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1338 friction = cl.movevars_friction;
1339 if (cl.movevars_edgefriction != 1)
1343 // note: QW uses the full player box for the trace, and yet still
1344 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1345 // this mimics it for compatibility
1346 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1347 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1348 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1349 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1351 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1352 if (trace.fraction == 1 && !trace.startsolid)
1353 friction *= cl.movevars_edgefriction;
1355 // apply ground friction
1356 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1358 VectorScale(s->velocity, f, s->velocity);
1360 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1363 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1364 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1366 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1369 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1370 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1371 s->velocity[2] -= gravity * 0.5f;
1373 s->velocity[2] -= gravity;
1374 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1376 if (VectorLength2(s->velocity))
1377 CL_ClientMovement_Move(s);
1378 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1379 s->velocity[2] -= gravity * 0.5f;
1383 if (s->waterjumptime <= 0)
1385 // apply air speed limit
1386 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1387 qboolean accelerating;
1389 accelqw = cl.movevars_airaccel_qw;
1390 wishspeed0 = wishspeed;
1391 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1394 accel = cl.movevars_airaccelerate;
1396 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1397 wishspeed2 = wishspeed;
1400 if(cl.movevars_airstopaccelerate != 0)
1403 curdir[0] = s->velocity[0];
1404 curdir[1] = s->velocity[1];
1406 VectorNormalize(curdir);
1407 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1409 strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1410 if(cl.movevars_maxairstrafespeed)
1411 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1412 if(cl.movevars_airstrafeaccelerate)
1413 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1414 if(cl.movevars_airstrafeaccel_qw)
1416 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1418 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1421 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1422 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1424 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1426 if(cl.movevars_aircontrol)
1427 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1429 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1430 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1431 s->velocity[2] -= gravity * 0.5f;
1433 s->velocity[2] -= gravity;
1434 CL_ClientMovement_Move(s);
1435 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1436 s->velocity[2] -= gravity * 0.5f;
1440 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1442 //Con_Printf(" %f", frametime);
1444 s->cmd.canjump = true;
1445 s->waterjumptime -= s->cmd.frametime;
1446 CL_ClientMovement_UpdateStatus(s);
1447 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1448 CL_ClientMovement_Physics_Swim(s);
1450 CL_ClientMovement_Physics_Walk(s);
1453 extern cvar_t slowmo;
1454 void CL_UpdateMoveVars(void)
1456 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1460 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1462 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1463 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1464 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1465 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1466 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1467 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1468 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1469 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1470 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1471 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1472 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1473 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1474 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1475 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1476 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1477 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1478 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1479 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1480 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1481 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1482 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1483 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1484 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1485 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1486 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1487 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1488 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1489 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1490 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1491 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1492 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1493 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1494 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1499 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1500 cl.movevars_timescale = slowmo.value;
1501 cl.movevars_gravity = sv_gravity.value;
1502 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1503 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1504 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1505 cl.movevars_accelerate = cl_movement_accelerate.value;
1506 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1507 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1508 cl.movevars_friction = cl_movement_friction.value;
1509 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1510 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1511 cl.movevars_entgravity = 1;
1512 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1513 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1514 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1515 cl.movevars_stepheight = cl_movement_stepheight.value;
1516 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1517 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1518 cl.movevars_airstopaccelerate = 0;
1519 cl.movevars_airstrafeaccelerate = 0;
1520 cl.movevars_maxairstrafespeed = 0;
1521 cl.movevars_airstrafeaccel_qw = 0;
1522 cl.movevars_aircontrol = 0;
1523 cl.movevars_aircontrol_power = 2;
1524 cl.movevars_aircontrol_penalty = 0;
1525 cl.movevars_warsowbunny_airforwardaccel = 0;
1526 cl.movevars_warsowbunny_accel = 0;
1527 cl.movevars_warsowbunny_topspeed = 0;
1528 cl.movevars_warsowbunny_turnaccel = 0;
1529 cl.movevars_warsowbunny_backtosideratio = 0;
1530 cl.movevars_airspeedlimit_nonqw = 0;
1533 if(!(cl.moveflags & MOVEFLAG_VALID))
1535 if(gamemode == GAME_NEXUIZ)
1536 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1539 if(cl.movevars_aircontrol_power <= 0)
1540 cl.movevars_aircontrol_power = 2; // CPMA default
1543 void CL_ClientMovement_Replay(void)
1546 double totalmovemsec;
1547 cl_clientmovement_state_t s;
1549 if (cl.movement_predicted && !cl.movement_replay)
1552 // set up starting state for the series of moves
1553 memset(&s, 0, sizeof(s));
1554 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1555 VectorCopy(cl.mvelocity[0], s.velocity);
1556 s.crouched = true; // will be updated on first move
1557 //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]);
1560 for (i = 0;i < CL_MAX_USERCMDS;i++)
1561 if (cl.movecmd[i].sequence > cls.servermovesequence)
1562 totalmovemsec += cl.movecmd[i].msec;
1563 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);
1564 //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);
1565 if (cl.movement_predicted)
1567 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1569 // replay the input queue to predict current location
1570 // note: this relies on the fact there's always one queue item at the end
1572 // find how many are still valid
1573 for (i = 0;i < CL_MAX_USERCMDS;i++)
1574 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1576 // now walk them in oldest to newest order
1577 for (i--;i >= 0;i--)
1579 s.cmd = cl.movecmd[i];
1580 if (i < CL_MAX_USERCMDS - 1)
1581 s.cmd.canjump = cl.movecmd[i+1].canjump;
1582 // if a move is more than 50ms, do it as two moves (matching qwsv)
1583 //Con_Printf("%i ", s.cmd.msec);
1584 if(s.cmd.frametime > 0.0005)
1586 if (s.cmd.frametime > 0.05)
1588 s.cmd.frametime /= 2;
1589 CL_ClientMovement_PlayerMove(&s);
1591 CL_ClientMovement_PlayerMove(&s);
1592 cl.movecmd[i].canjump = s.cmd.canjump;
1596 CL_ClientMovement_UpdateStatus(&s);
1600 // get the first movement queue entry to know whether to crouch and such
1601 s.cmd = cl.movecmd[0];
1604 if (cls.demoplayback) // for bob, speedometer
1605 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1608 cl.movement_replay = false;
1609 // update the interpolation target position and velocity
1610 VectorCopy(s.origin, cl.movement_origin);
1611 VectorCopy(s.velocity, cl.movement_velocity);
1614 // update the onground flag if appropriate
1615 if (cl.movement_predicted)
1617 // when predicted we simply set the flag according to the UpdateStatus
1618 cl.onground = s.onground;
1622 // when not predicted, cl.onground is cleared by cl_parse.c each time
1623 // an update packet is received, but can be forced on here to hide
1624 // server inconsistencies in the onground flag
1625 // (which mostly occur when stepping up stairs at very high framerates
1626 // where after the step up the move continues forward and not
1627 // downward so the ground is not detected)
1629 // such onground inconsistencies can cause jittery gun bobbing and
1630 // stair smoothing, so we set onground if UpdateStatus says so
1635 // react to onground state changes (for gun bob)
1638 if (!cl.oldonground)
1639 cl.hitgroundtime = cl.movecmd[0].time;
1640 cl.lastongroundtime = cl.movecmd[0].time;
1642 cl.oldonground = cl.onground;
1645 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1650 if (to->viewangles[0] != from->viewangles[0])
1651 bits |= QW_CM_ANGLE1;
1652 if (to->viewangles[1] != from->viewangles[1])
1653 bits |= QW_CM_ANGLE2;
1654 if (to->viewangles[2] != from->viewangles[2])
1655 bits |= QW_CM_ANGLE3;
1656 if (to->forwardmove != from->forwardmove)
1657 bits |= QW_CM_FORWARD;
1658 if (to->sidemove != from->sidemove)
1660 if (to->upmove != from->upmove)
1662 if (to->buttons != from->buttons)
1663 bits |= QW_CM_BUTTONS;
1664 if (to->impulse != from->impulse)
1665 bits |= QW_CM_IMPULSE;
1667 MSG_WriteByte(buf, bits);
1668 if (bits & QW_CM_ANGLE1)
1669 MSG_WriteAngle16i(buf, to->viewangles[0]);
1670 if (bits & QW_CM_ANGLE2)
1671 MSG_WriteAngle16i(buf, to->viewangles[1]);
1672 if (bits & QW_CM_ANGLE3)
1673 MSG_WriteAngle16i(buf, to->viewangles[2]);
1674 if (bits & QW_CM_FORWARD)
1675 MSG_WriteShort(buf, (short) to->forwardmove);
1676 if (bits & QW_CM_SIDE)
1677 MSG_WriteShort(buf, (short) to->sidemove);
1678 if (bits & QW_CM_UP)
1679 MSG_WriteShort(buf, (short) to->upmove);
1680 if (bits & QW_CM_BUTTONS)
1681 MSG_WriteByte(buf, to->buttons);
1682 if (bits & QW_CM_IMPULSE)
1683 MSG_WriteByte(buf, to->impulse);
1684 MSG_WriteByte(buf, to->msec);
1687 void CL_NewFrameReceived(int num)
1689 if (developer_networkentities.integer >= 10)
1690 Con_Printf("recv: svc_entities %i\n", num);
1691 cl.latestframenums[cl.latestframenumsposition] = num;
1692 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1693 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1701 usercmd_t nullcmd; // for delta compression of qw moves
1702 void CL_SendMove(void)
1704 int i, j, packetloss;
1710 unsigned char data[1024];
1716 // if playing a demo, do nothing
1720 // we don't que moves during a lag spike (potential network timeout)
1721 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1723 // we build up cl.cmd and then decide whether to send or not
1724 // we store this into cl.movecmd[0] for prediction each frame even if we
1725 // do not send, to make sure that prediction is instant
1726 cl.cmd.time = cl.time;
1727 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1730 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1732 if (in_attack.state & 3) bits |= 1;
1733 if (in_jump.state & 3) bits |= 2;
1734 if (in_button3.state & 3) bits |= 4;
1735 if (in_button4.state & 3) bits |= 8;
1736 if (in_button5.state & 3) bits |= 16;
1737 if (in_button6.state & 3) bits |= 32;
1738 if (in_button7.state & 3) bits |= 64;
1739 if (in_button8.state & 3) bits |= 128;
1740 if (in_use.state & 3) bits |= 256;
1741 if (key_dest != key_game || key_consoleactive) bits |= 512;
1742 if (cl_prydoncursor.integer > 0) bits |= 1024;
1743 if (in_button9.state & 3) bits |= 2048;
1744 if (in_button10.state & 3) bits |= 4096;
1745 if (in_button11.state & 3) bits |= 8192;
1746 if (in_button12.state & 3) bits |= 16384;
1747 if (in_button13.state & 3) bits |= 32768;
1748 if (in_button14.state & 3) bits |= 65536;
1749 if (in_button15.state & 3) bits |= 131072;
1750 if (in_button16.state & 3) bits |= 262144;
1751 // button bits 19-31 unused currently
1752 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1753 if(cl_prydoncursor.integer > 0)
1755 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1756 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1757 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1758 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1761 // set buttons and impulse
1762 cl.cmd.buttons = bits;
1763 cl.cmd.impulse = in_impulse;
1766 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1768 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1769 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1770 // ridiculous value rejection (matches qw)
1771 if (cl.cmd.msec > 250)
1773 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1775 cl.cmd.predicted = cl_movement.integer != 0;
1777 // movement is set by input code (forwardmove/sidemove/upmove)
1778 // always dump the first two moves, because they may contain leftover inputs from the last level
1779 if (cl.cmd.sequence <= 2)
1780 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1782 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1784 switch (cls.protocol)
1786 case PROTOCOL_QUAKEWORLD:
1787 case PROTOCOL_QUAKE:
1788 case PROTOCOL_QUAKEDP:
1789 case PROTOCOL_NEHAHRAMOVIE:
1790 case PROTOCOL_NEHAHRABJP:
1791 case PROTOCOL_NEHAHRABJP2:
1792 case PROTOCOL_NEHAHRABJP3:
1793 case PROTOCOL_DARKPLACES1:
1794 case PROTOCOL_DARKPLACES2:
1795 case PROTOCOL_DARKPLACES3:
1796 case PROTOCOL_DARKPLACES4:
1797 case PROTOCOL_DARKPLACES5:
1799 case PROTOCOL_DARKPLACES6:
1800 case PROTOCOL_DARKPLACES7:
1801 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1802 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1804 case PROTOCOL_UNKNOWN:
1809 cl.movecmd[0] = cl.cmd;
1811 // don't predict more than 200fps
1812 if (realtime >= cl.lastpackettime + 0.005)
1813 cl.movement_replay = true; // redo the prediction
1815 // now decide whether to actually send this move
1816 // (otherwise it is only for prediction)
1818 // don't send too often or else network connections can get clogged by a
1819 // high renderer framerate
1820 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1821 if (cl.movevars_timescale && cl.movevars_ticrate)
1823 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1824 packettime = min(packettime, maxtic);
1827 // do not send 0ms packets because they mess up physics
1828 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1830 // always send if buttons changed or an impulse is pending
1831 // even if it violates the rate limit!
1832 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1833 // don't send too often (cl_netfps)
1834 if (!important && realtime < cl.lastpackettime + packettime)
1836 // don't choke the connection with packets (obey rate limit)
1837 // it is important that this check be last, because it adds a new
1838 // frame to the shownetgraph output and any cancelation after this
1839 // will produce a nasty spike-like look to the netgraph
1840 // we also still send if it is important
1841 if (!NetConn_CanSend(cls.netcon) && !important)
1843 // try to round off the lastpackettime to a multiple of the packet interval
1844 // (this causes it to emit packets at a steady beat)
1846 cl.lastpackettime = floor(realtime / packettime) * packettime;
1848 cl.lastpackettime = realtime;
1850 buf.maxsize = sizeof(data);
1854 // send the movement message
1855 // PROTOCOL_QUAKE clc_move = 16 bytes total
1856 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1857 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1858 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1859 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1860 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1861 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1862 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1863 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1864 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1865 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1867 // set prydon cursor info
1868 CL_UpdatePrydonCursor();
1870 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1872 switch (cls.protocol)
1874 case PROTOCOL_QUAKEWORLD:
1875 MSG_WriteByte(&buf, qw_clc_move);
1876 // save the position for a checksum byte
1877 checksumindex = buf.cursize;
1878 MSG_WriteByte(&buf, 0);
1879 // packet loss percentage
1880 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1881 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1883 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1884 MSG_WriteByte(&buf, packetloss);
1885 // write most recent 3 moves
1886 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1887 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1888 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1889 // calculate the checksum
1890 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1891 // if delta compression history overflows, request no delta
1892 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1893 cl.qw_validsequence = 0;
1894 // request delta compression if appropriate
1895 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1897 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1898 MSG_WriteByte(&buf, qw_clc_delta);
1899 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1902 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1904 case PROTOCOL_QUAKE:
1905 case PROTOCOL_QUAKEDP:
1906 case PROTOCOL_NEHAHRAMOVIE:
1907 case PROTOCOL_NEHAHRABJP:
1908 case PROTOCOL_NEHAHRABJP2:
1909 case PROTOCOL_NEHAHRABJP3:
1911 MSG_WriteByte (&buf, clc_move);
1912 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1914 for (i = 0;i < 3;i++)
1915 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1917 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1918 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1919 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1921 MSG_WriteByte (&buf, cl.cmd.buttons);
1922 MSG_WriteByte (&buf, cl.cmd.impulse);
1924 case PROTOCOL_DARKPLACES2:
1925 case PROTOCOL_DARKPLACES3:
1927 MSG_WriteByte (&buf, clc_move);
1928 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1930 for (i = 0;i < 3;i++)
1931 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1933 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1934 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1935 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1937 MSG_WriteByte (&buf, cl.cmd.buttons);
1938 MSG_WriteByte (&buf, cl.cmd.impulse);
1940 case PROTOCOL_DARKPLACES1:
1941 case PROTOCOL_DARKPLACES4:
1942 case PROTOCOL_DARKPLACES5:
1944 MSG_WriteByte (&buf, clc_move);
1945 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1947 for (i = 0;i < 3;i++)
1948 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1950 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1951 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1952 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1954 MSG_WriteByte (&buf, cl.cmd.buttons);
1955 MSG_WriteByte (&buf, cl.cmd.impulse);
1956 case PROTOCOL_DARKPLACES6:
1957 case PROTOCOL_DARKPLACES7:
1958 // set the maxusercmds variable to limit how many should be sent
1959 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1960 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1961 if (!cl.cmd.predicted)
1964 // send the latest moves in order, the old ones will be
1965 // ignored by the server harmlessly, however if the previous
1966 // packets were lost these moves will be used
1968 // this reduces packet loss impact on gameplay.
1969 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1971 // don't repeat any stale moves
1972 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1975 MSG_WriteByte (&buf, clc_move);
1976 if (cls.protocol != PROTOCOL_DARKPLACES6)
1977 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1978 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1980 for (i = 0;i < 3;i++)
1981 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1983 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1984 MSG_WriteCoord16i (&buf, cmd->sidemove);
1985 MSG_WriteCoord16i (&buf, cmd->upmove);
1987 MSG_WriteLong (&buf, cmd->buttons);
1988 MSG_WriteByte (&buf, cmd->impulse);
1989 // PRYDON_CLIENTCURSOR
1991 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1992 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1993 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1994 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1995 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1996 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1997 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1998 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1999 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2002 case PROTOCOL_UNKNOWN:
2007 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2009 // ack entity frame numbers received since the last input was sent
2010 // (redundent to improve handling of client->server packet loss)
2011 // if cl_netrepeatinput is 1 and client framerate matches server
2012 // framerate, this is 10 bytes, if client framerate is lower this
2015 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2016 if (oldsequence < 1)
2018 for (i = 0;i < LATESTFRAMENUMS;i++)
2020 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2021 if (cl.latestsendnums[j] >= oldsequence)
2023 if (developer_networkentities.integer >= 10)
2024 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2025 MSG_WriteByte(&buf, clc_ackframe);
2026 MSG_WriteLong(&buf, cl.latestframenums[j]);
2031 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2032 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2034 // acknowledge any recently received data blocks
2035 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2037 MSG_WriteByte(&buf, clc_ackdownloaddata);
2038 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2039 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2040 cls.dp_downloadack[i].start = 0;
2041 cls.dp_downloadack[i].size = 0;
2044 // send the reliable message (forwarded commands) if there is one
2045 if (buf.cursize || cls.netcon->message.cursize)
2046 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2050 // update the cl.movecmd array which holds the most recent moves,
2051 // because we now need a new slot for the next input
2052 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2053 cl.movecmd[i] = cl.movecmd[i-1];
2054 cl.movecmd[0].msec = 0;
2055 cl.movecmd[0].frametime = 0;
2058 // clear button 'click' states
2059 in_attack.state &= ~2;
2060 in_jump.state &= ~2;
2061 in_button3.state &= ~2;
2062 in_button4.state &= ~2;
2063 in_button5.state &= ~2;
2064 in_button6.state &= ~2;
2065 in_button7.state &= ~2;
2066 in_button8.state &= ~2;
2068 in_button9.state &= ~2;
2069 in_button10.state &= ~2;
2070 in_button11.state &= ~2;
2071 in_button12.state &= ~2;
2072 in_button13.state &= ~2;
2073 in_button14.state &= ~2;
2074 in_button15.state &= ~2;
2075 in_button16.state &= ~2;
2079 if (cls.netcon->message.overflowed)
2081 Con_Print("CL_SendMove: lost server connection\n");
2083 Host_ShutdownServer();
2092 void CL_InitInput (void)
2094 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2095 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2096 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2097 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2098 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2099 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2100 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2101 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2102 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2103 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2104 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2105 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2106 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2107 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2108 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2109 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2110 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2111 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2112 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2113 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2114 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2115 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2116 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2117 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2118 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2119 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2120 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2121 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2122 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2123 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2124 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2125 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2126 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2128 // LordHavoc: added use button
2129 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2130 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2132 // LordHavoc: added 6 new buttons
2133 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2134 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2135 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2136 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2137 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2138 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2139 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2140 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2141 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2142 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2143 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2144 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2145 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2146 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2147 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2148 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2149 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2150 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2151 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2152 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2153 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2154 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2155 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2156 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2157 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2158 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2159 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2160 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2162 // LordHavoc: added bestweapon command
2163 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)");
2165 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");
2167 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2169 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2170 Cvar_RegisterVariable(&cl_movement);
2171 Cvar_RegisterVariable(&cl_movement_nettimeout);
2172 Cvar_RegisterVariable(&cl_movement_minping);
2173 Cvar_RegisterVariable(&cl_movement_track_canjump);
2174 Cvar_RegisterVariable(&cl_movement_maxspeed);
2175 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2176 Cvar_RegisterVariable(&cl_movement_stopspeed);
2177 Cvar_RegisterVariable(&cl_movement_friction);
2178 Cvar_RegisterVariable(&cl_movement_wallfriction);
2179 Cvar_RegisterVariable(&cl_movement_waterfriction);
2180 Cvar_RegisterVariable(&cl_movement_edgefriction);
2181 Cvar_RegisterVariable(&cl_movement_stepheight);
2182 Cvar_RegisterVariable(&cl_movement_accelerate);
2183 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2184 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2185 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2186 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2187 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2189 Cvar_RegisterVariable(&in_pitch_min);
2190 Cvar_RegisterVariable(&in_pitch_max);
2191 Cvar_RegisterVariable(&m_filter);
2192 Cvar_RegisterVariable(&m_accelerate);
2193 Cvar_RegisterVariable(&m_accelerate_minspeed);
2194 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2195 Cvar_RegisterVariable(&m_accelerate_filter);
2197 Cvar_RegisterVariable(&cl_netfps);
2198 Cvar_RegisterVariable(&cl_netrepeatinput);
2199 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2201 Cvar_RegisterVariable(&cl_nodelta);