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));}
208 in_bestweapon_info[] =
210 {"1", 1, IT_AXE, STAT_SHELLS, 0},
211 {"2", 2, IT_SHOTGUN, STAT_SHELLS, 1},
212 {"3", 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
213 {"4", 4, IT_NAILGUN, STAT_NAILS, 1},
214 {"5", 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
215 {"6", 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
216 {"7", 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
217 {"8", 8, IT_LIGHTNING, STAT_CELLS, 1},
218 {"9", 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
219 {"p", 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
220 {"w", 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
221 {"l", 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
222 {"h", 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
225 void IN_BestWeapon (void)
231 Con_Printf("bestweapon requires 1 or more parameters\n");
234 for (i = 1;i < Cmd_Argc();i++)
237 // figure out which weapon this character refers to
238 for (n = 0;in_bestweapon_info[n].name;n++)
240 if (!strcmp(in_bestweapon_info[n].name, t))
242 // we found out what weapon this character refers to
243 // check if the inventory contains the weapon and enough ammo
244 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
246 // we found one of the weapons the player wanted
247 // send an impulse to switch to it
248 in_impulse = in_bestweapon_info[n].impulse;
254 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
256 // if we couldn't find any of the weapons, there's nothing more we can do...
263 Returns 0.25 if a key was pressed and released during the frame,
264 0.5 if it was pressed and held
265 0 if held then released, and
266 1.0 if held for the entire time
269 float CL_KeyState (kbutton_t *key)
272 qboolean impulsedown, impulseup, down;
274 impulsedown = key->state & 2;
275 impulseup = key->state & 4;
276 down = key->state & 1;
279 if (impulsedown && !impulseup)
282 val = 0.5; // pressed and held this frame
284 val = 0; // I_Error ();
286 if (impulseup && !impulsedown)
289 val = 0; // I_Error ();
291 val = 0; // released this frame
293 if (!impulsedown && !impulseup)
296 val = 1.0; // held the entire frame
298 val = 0; // up the entire frame
300 if (impulsedown && impulseup)
303 val = 0.75; // released and re-pressed this frame
305 val = 0.25; // pressed and released this frame
308 key->state &= 1; // clear impulses
316 //==========================================================================
318 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
319 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
320 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
321 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
323 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
325 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
326 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
328 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
330 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
331 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
332 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
333 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
334 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)"};
335 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
336 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
337 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
338 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
339 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
340 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"};
341 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-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"};
342 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)"};
343 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
344 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
345 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
346 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
348 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
349 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
351 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
353 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
354 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "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 servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
356 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
363 Moves the local angle positions
366 void CL_AdjustAngles (void)
371 if (in_speed.state & 1)
372 speed = cl.realframetime * cl_anglespeedkey.value;
374 speed = cl.realframetime;
376 if (!(in_strafe.state & 1))
378 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
379 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
381 if (in_klook.state & 1)
384 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
385 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
388 up = CL_KeyState (&in_lookup);
389 down = CL_KeyState(&in_lookdown);
391 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
392 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
397 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
398 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
399 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
400 if (cl.viewangles[YAW] >= 180)
401 cl.viewangles[YAW] -= 360;
402 if (cl.viewangles[PITCH] >= 180)
403 cl.viewangles[PITCH] -= 360;
404 if (cl.viewangles[ROLL] >= 180)
405 cl.viewangles[ROLL] -= 360;
407 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
408 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
411 qboolean cl_ignoremousemove = false;
417 Send the intended movement message to the server
423 static float old_mouse_x = 0, old_mouse_y = 0;
425 // clamp before the move to prevent starting with bad angles
428 // reset some of the command fields
429 cl.cmd.forwardmove = 0;
433 // get basic movement from keyboard
434 if (in_strafe.state & 1)
436 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
437 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
440 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
441 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
443 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
444 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
446 if (! (in_klook.state & 1) )
448 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
449 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
452 // adjust for speed key
453 if (in_speed.state & 1)
455 cl.cmd.forwardmove *= cl_movespeedkey.value;
456 cl.cmd.sidemove *= cl_movespeedkey.value;
457 cl.cmd.upmove *= cl_movespeedkey.value;
463 // allow mice or other external controllers to add to the move
466 // ignore a mouse move if mouse was activated/deactivated this frame
467 if (cl_ignoremousemove)
469 cl_ignoremousemove = false;
474 // apply m_filter if it is on
477 if (m_filter.integer)
479 in_mouse_x = (mx + old_mouse_x) * 0.5;
480 in_mouse_y = (my + old_mouse_y) * 0.5;
485 // if not in menu, apply mouse move to viewangles/movement
486 if (!cl.csqc_wantsmousemove && in_client_mouse)
488 if (cl_prydoncursor.integer)
490 // mouse interacting with the scene, mostly stationary view
492 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
493 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
495 else if (in_strafe.state & 1)
497 // strafing mode, all looking is movement
499 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
500 if (noclip_anglehack)
501 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
503 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
505 else if ((in_mlook.state & 1) || freelook.integer)
507 // mouselook, lookstrafe causes turning to become strafing
509 if (lookstrafe.integer)
510 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
512 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
513 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
517 // non-mouselook, yaw turning and forward/back movement
518 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
519 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
523 // clamp after the move to prevent rendering with bad angles
527 #include "cl_collision.h"
529 void CL_UpdatePrydonCursor(void)
533 if (!cl_prydoncursor.integer)
534 VectorClear(cl.cmd.cursor_screen);
537 if (cl.cmd.cursor_screen[0] < -1)
539 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
540 cl.cmd.cursor_screen[0] = -1;
542 if (cl.cmd.cursor_screen[0] > 1)
544 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
545 cl.cmd.cursor_screen[0] = 1;
547 if (cl.cmd.cursor_screen[1] < -1)
549 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
550 cl.cmd.cursor_screen[1] = -1;
552 if (cl.cmd.cursor_screen[1] > 1)
554 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
555 cl.cmd.cursor_screen[1] = 1;
558 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
559 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
560 cl.cmd.cursor_screen[2] = 1;
562 // calculate current view matrix
563 Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
564 // calculate direction vector of cursor in viewspace by using frustum slopes
565 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
566 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
567 // trace from view origin to the cursor
568 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);
571 void CL_ClientMovement_ExpireOldMoves(void)
575 // remove stale queue items
576 n = cl.movement_numqueue;
577 cl.movement_numqueue = 0;
578 if (cls.servermovesequence)
580 for (i = 0;i < n;i++)
582 if (cl.movement_queue[i].sequence > cls.servermovesequence)
583 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
585 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
590 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
592 // if time has not advanced, do nothing
593 if (cl.movecmd[0].msec <= 0)
595 // add to input queue if there is room
596 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
598 // add to input queue
599 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
600 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
601 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
602 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
603 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
604 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
605 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
606 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
607 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
608 cl.movement_numqueue++;
611 cl.movement_replay = true;
614 typedef enum waterlevel_e
623 typedef struct cl_clientmovement_state_s
628 // current bounding box (different if crouched vs standing)
631 // currently on the ground
633 // currently crouching
635 // what kind of water (SUPERCONTENTS_LAVA for instance)
638 waterlevel_t waterlevel;
639 // weird hacks when jumping out of water
640 // (this is in seconds and counts down to 0)
643 // movement parameters for physics code
644 float movevars_gravity;
645 float movevars_stopspeed;
646 float movevars_maxspeed;
647 float movevars_spectatormaxspeed;
648 float movevars_accelerate;
649 float movevars_airaccelerate;
650 float movevars_wateraccelerate;
651 float movevars_friction;
652 float movevars_waterfriction;
653 float movevars_entgravity;
654 float movevars_jumpvelocity;
655 float movevars_edgefriction;
656 float movevars_maxairspeed;
657 float movevars_stepheight;
658 float movevars_airaccel_qw;
659 float movevars_airaccel_sideways_friction;
662 client_movementqueue_t q;
664 cl_clientmovement_state_t;
666 #define NUMOFFSETS 27
667 static vec3_t offsets[NUMOFFSETS] =
669 // 1 no nudge (just return the original if this test passes)
670 { 0.000, 0.000, 0.000},
672 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
673 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
674 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
675 // 4 diagonal flat nudges
676 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
677 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
678 // 8 diagonal upward nudges
679 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
680 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
681 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
682 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
683 // 8 diagonal downward nudges
684 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
685 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
686 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
687 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
690 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
694 for (i = 0;i < NUMOFFSETS;i++)
696 VectorAdd(offsets[i], s->origin, neworigin);
697 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
699 VectorCopy(neworigin, s->origin);
703 // if all offsets failed, give up
707 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
709 vec3_t origin1, origin2;
712 // make sure player is not stuck
713 CL_ClientMovement_Unstick(s);
718 // wants to crouch, this always works..
724 // wants to stand, if currently crouching we need to check for a
728 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
729 if (!trace.startsolid)
735 VectorCopy(cl.playercrouchmins, s->mins);
736 VectorCopy(cl.playercrouchmaxs, s->maxs);
740 VectorCopy(cl.playerstandmins, s->mins);
741 VectorCopy(cl.playerstandmaxs, s->maxs);
745 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
746 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
747 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
748 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
750 // set watertype/waterlevel
751 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
752 s->waterlevel = WATERLEVEL_NONE;
753 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
756 s->waterlevel = WATERLEVEL_WETFEET;
757 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
758 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
760 s->waterlevel = WATERLEVEL_SWIMMING;
761 origin1[2] = s->origin[2] + 22;
762 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
763 s->waterlevel = WATERLEVEL_SUBMERGED;
767 // water jump prediction
768 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
769 s->waterjumptime = 0;
772 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
778 vec3_t currentorigin2;
780 vec3_t primalvelocity;
784 CL_ClientMovement_UpdateStatus(s);
785 VectorCopy(s->velocity, primalvelocity);
786 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
788 VectorMA(s->origin, t, s->velocity, neworigin);
789 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
790 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
792 // may be a step or wall, try stepping up
793 // first move forward at a higher level
794 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
795 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
796 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
797 if (!trace2.startsolid)
799 // then move down from there
800 VectorCopy(trace2.endpos, currentorigin2);
801 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
802 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
803 //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]);
804 // accept the new trace if it made some progress
805 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
808 VectorCopy(trace3.endpos, trace.endpos);
813 // check if it moved at all
814 if (trace.fraction >= 0.001)
815 VectorCopy(trace.endpos, s->origin);
817 // check if it moved all the way
818 if (trace.fraction == 1)
821 //if (trace.plane.normal[2] > 0.7)
822 // s->onground = true;
824 t -= t * trace.fraction;
826 f = DotProduct(s->velocity, trace.plane.normal);
827 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
829 if (s->waterjumptime > 0)
830 VectorCopy(primalvelocity, s->velocity);
834 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
841 // water jump only in certain situations
842 // this mimics quakeworld code
843 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
848 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
849 AngleVectors(yawangles, forward, NULL, NULL);
850 VectorMA(s->origin, 24, forward, spot);
852 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
855 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
857 VectorScale(forward, 50, s->velocity);
858 s->velocity[2] = 310;
859 s->waterjumptime = 2;
861 s->q.canjump = false;
866 if (!VectorLength2(s->q.move))
868 // drift towards bottom
869 VectorSet(wishvel, 0, 0, -60);
877 // calculate movement vector
878 AngleVectors(s->q.viewangles, forward, right, up);
879 VectorSet(up, 0, 0, 1);
880 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
883 // split wishvel into wishspeed and wishdir
884 wishspeed = VectorLength(wishvel);
886 VectorScale(wishvel, 1 / wishspeed, wishdir);
888 VectorSet( wishdir, 0.0, 0.0, 0.0 );
889 wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
894 if (s->waterjumptime <= 0)
897 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
899 VectorScale(s->velocity, f, s->velocity);
901 // water acceleration
902 f = wishspeed - DotProduct(s->velocity, wishdir);
905 f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
906 VectorMA(s->velocity, f, wishdir, s->velocity);
909 // holding jump button swims upward slowly
912 if (s->watertype & SUPERCONTENTS_LAVA)
914 else if (s->watertype & SUPERCONTENTS_SLIME)
918 if (gamemode == GAME_NEXUIZ)
919 s->velocity[2] = 200;
921 s->velocity[2] = 100;
926 CL_ClientMovement_Move(s);
929 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
944 // jump if on ground with jump button pressed but only if it has been
945 // released at least once since the last jump
948 if (s->onground && s->q.canjump)
950 s->velocity[2] += s->movevars_jumpvelocity;
952 s->q.canjump = false;
958 // calculate movement vector
959 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
960 AngleVectors(yawangles, forward, right, up);
961 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
963 // split wishvel into wishspeed and wishdir
964 wishspeed = VectorLength(wishvel);
966 VectorScale(wishvel, 1 / wishspeed, wishdir);
968 VectorSet( wishdir, 0.0, 0.0, 0.0 );
969 wishspeed = min(wishspeed, s->movevars_maxspeed);
976 // apply edge friction
977 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
978 friction = s->movevars_friction;
979 if (f > 0 && s->movevars_edgefriction != 1)
983 // note: QW uses the full player box for the trace, and yet still
984 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
985 // this mimics it for compatibility
986 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
987 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
988 if (cls.protocol == PROTOCOL_QUAKEWORLD)
989 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
991 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
992 if (trace.fraction == 1 && !trace.startsolid)
993 friction *= s->movevars_edgefriction;
995 // apply ground friction
996 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
998 VectorScale(s->velocity, f, s->velocity);
999 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1002 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1003 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1005 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1006 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1008 if (VectorLength2(s->velocity))
1009 CL_ClientMovement_Move(s);
1013 if (s->waterjumptime <= 0)
1020 // apply air speed limit
1021 wishspeed = min(wishspeed, s->movevars_maxairspeed);
1024 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1027 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1028 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1032 vel_straight = DotProduct(s->velocity, wishdir);
1033 vel_z = s->velocity[2];
1034 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1035 vel_perpend[2] -= vel_z;
1037 f = wishspeed - vel_straight;
1039 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1041 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1043 VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1045 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1046 s->velocity[2] += vel_z;
1048 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1049 CL_ClientMovement_Move(s);
1053 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1055 //Con_Printf(" %f", frametime);
1057 s->q.canjump = true;
1058 s->waterjumptime -= s->q.frametime;
1059 CL_ClientMovement_UpdateStatus(s);
1060 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1061 CL_ClientMovement_Physics_Swim(s);
1063 CL_ClientMovement_Physics_Walk(s);
1066 void CL_ClientMovement_Replay(void)
1070 double totalmovetime;
1071 cl_clientmovement_state_t s;
1073 CL_ClientMovement_ExpireOldMoves();
1075 // set up starting state for the series of moves
1076 memset(&s, 0, sizeof(s));
1077 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1078 VectorCopy(cl.mvelocity[0], s.velocity);
1079 s.crouched = true; // will be updated on first move
1080 //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]);
1082 // set up movement variables
1083 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1085 s.movevars_gravity = cl.qw_movevars_gravity;
1086 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1087 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1088 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1089 s.movevars_accelerate = cl.qw_movevars_accelerate;
1090 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1091 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1092 s.movevars_friction = cl.qw_movevars_friction;
1093 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1094 s.movevars_entgravity = cl.qw_movevars_entgravity;
1095 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1096 s.movevars_edgefriction = cl_movement_edgefriction.value;
1097 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1098 s.movevars_stepheight = cl_movement_stepheight.value;
1099 s.movevars_airaccel_qw = 1.0;
1100 s.movevars_airaccel_sideways_friction = 0.0;
1104 s.movevars_gravity = sv_gravity.value;
1105 s.movevars_stopspeed = cl_movement_stopspeed.value;
1106 s.movevars_maxspeed = cl_movement_maxspeed.value;
1107 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1108 s.movevars_accelerate = cl_movement_accelerate.value;
1109 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1110 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1111 s.movevars_friction = cl_movement_friction.value;
1112 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1113 s.movevars_entgravity = 1;
1114 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1115 s.movevars_edgefriction = cl_movement_edgefriction.value;
1116 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1117 s.movevars_stepheight = cl_movement_stepheight.value;
1118 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1119 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1123 for (i = 0;i < cl.movement_numqueue - 1;i++)
1124 totalmovetime += cl.movement_queue[i].frametime;
1125 cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1126 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1127 if (cl.movement_predicted)
1129 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1131 // replay the input queue to predict current location
1132 // note: this relies on the fact there's always one queue item at the end
1134 canjump = cl.movement_replay_canjump;
1135 for (i = 0;i < cl.movement_numqueue;i++)
1137 s.q = cl.movement_queue[i];
1138 s.q.canjump = canjump;
1139 // if a move is more than 50ms, do it as two moves (matching qwsv)
1140 if (s.q.frametime > 0.05)
1142 s.q.frametime *= 0.5;
1143 CL_ClientMovement_PlayerMove(&s);
1145 CL_ClientMovement_PlayerMove(&s);
1146 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1151 // get the first movement queue entry to know whether to crouch and such
1152 s.q = cl.movement_queue[0];
1154 CL_ClientMovement_UpdateStatus(&s);
1156 if (cl.movement_replay)
1158 cl.movement_replay = false;
1159 // update interpolation timestamps if time has passed
1160 if (cl.movement_time[0] != cl.movecmd[0].time)
1162 cl.movement_time[1] = cl.movement_time[0];
1163 cl.movement_time[0] = cl.movecmd[0].time;
1164 cl.movement_time[2] = cl.time;
1165 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1166 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1167 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1170 // update the interpolation target position and velocity
1171 VectorCopy(s.origin, cl.movement_origin);
1172 VectorCopy(s.velocity, cl.movement_velocity);
1175 // update the onground flag if appropriate
1176 if (cl.movement_predicted)
1178 // when predicted we simply set the flag according to the UpdateStatus
1179 cl.onground = s.onground;
1183 // when not predicted, cl.onground is cleared by cl_parse.c each time
1184 // an update packet is received, but can be forced on here to hide
1185 // server inconsistencies in the onground flag
1186 // (which mostly occur when stepping up stairs at very high framerates
1187 // where after the step up the move continues forward and not
1188 // downward so the ground is not detected)
1190 // such onground inconsistencies can cause jittery gun bobbing and
1191 // stair smoothing, so we set onground if UpdateStatus says so
1196 // react to onground state changes (for gun bob)
1199 if (!cl.oldonground)
1200 cl.hitgroundtime = cl.movecmd[0].time;
1201 cl.lastongroundtime = cl.movecmd[0].time;
1203 cl.oldonground = cl.onground;
1206 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1211 if (to->viewangles[0] != from->viewangles[0])
1212 bits |= QW_CM_ANGLE1;
1213 if (to->viewangles[1] != from->viewangles[1])
1214 bits |= QW_CM_ANGLE2;
1215 if (to->viewangles[2] != from->viewangles[2])
1216 bits |= QW_CM_ANGLE3;
1217 if (to->forwardmove != from->forwardmove)
1218 bits |= QW_CM_FORWARD;
1219 if (to->sidemove != from->sidemove)
1221 if (to->upmove != from->upmove)
1223 if (to->buttons != from->buttons)
1224 bits |= QW_CM_BUTTONS;
1225 if (to->impulse != from->impulse)
1226 bits |= QW_CM_IMPULSE;
1228 MSG_WriteByte(buf, bits);
1229 if (bits & QW_CM_ANGLE1)
1230 MSG_WriteAngle16i(buf, to->viewangles[0]);
1231 if (bits & QW_CM_ANGLE2)
1232 MSG_WriteAngle16i(buf, to->viewangles[1]);
1233 if (bits & QW_CM_ANGLE3)
1234 MSG_WriteAngle16i(buf, to->viewangles[2]);
1235 if (bits & QW_CM_FORWARD)
1236 MSG_WriteShort(buf, to->forwardmove);
1237 if (bits & QW_CM_SIDE)
1238 MSG_WriteShort(buf, to->sidemove);
1239 if (bits & QW_CM_UP)
1240 MSG_WriteShort(buf, to->upmove);
1241 if (bits & QW_CM_BUTTONS)
1242 MSG_WriteByte(buf, to->buttons);
1243 if (bits & QW_CM_IMPULSE)
1244 MSG_WriteByte(buf, to->impulse);
1245 MSG_WriteByte(buf, to->msec);
1253 usercmd_t nullcmd; // for delta compression of qw moves
1254 void CL_SendMove(void)
1256 int i, j, packetloss;
1259 unsigned char data[1024];
1260 static double lastsendtime = 0;
1264 CL_ClientMovement_ExpireOldMoves();
1266 // if playing a demo, do nothing
1270 // don't send too often or else network connections can get clogged by a high renderer framerate
1271 if (cl_netinputpacketspersecond.value >= 1)
1272 packettime = 1.0 / bound(1, cl_netinputpacketspersecond.value, 1000);
1275 // quakeworld servers take only frametimes
1276 // predicted dp7 servers take current interpolation time
1277 // unpredicted servers take an echo of the latest server timestamp
1278 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1280 if (realtime < lastsendtime + packettime)
1282 cl.cmd.time = realtime;
1283 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1285 else if (cl.movement_predicted)
1287 if (realtime < lastsendtime + packettime)
1289 cl.cmd.time = cl.time;
1290 cl.cmd.sequence = cls.movesequence;
1294 // unpredicted movement should be sent immediately whenever a server
1295 // packet is received, to minimize ping times
1296 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1298 if (cl.mtime[0] == cl.movecmd[0].time && cl.mtime[1] != cl.mtime[0])
1300 cl.cmd.time = cl.mtime[0];
1301 cl.cmd.sequence = cls.movesequence;
1304 // don't let it fall behind if CL_SendMove hasn't been called recently
1305 // (such is the case when framerate is too low for instance)
1306 lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1307 // set the flag indicating that we sent a packet recently
1308 cl.movement_needupdate = false;
1310 buf.maxsize = sizeof(data);
1314 // conditions for sending a move:
1315 // if the move advances time or if the game is paused (in which case time
1316 // is not advancing)
1317 // don't send a new input packet if the connection is still saturated from
1318 // the last one (or chat messages, etc)
1319 // note: this behavior comes from QW
1320 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon))
1323 // increase the move counter since we intend to send a move
1326 // send the movement message
1327 // PROTOCOL_QUAKE clc_move = 16 bytes total
1328 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1329 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1330 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1331 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1332 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1333 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1334 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1335 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1336 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1337 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1339 // set prydon cursor info
1340 CL_UpdatePrydonCursor();
1343 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1345 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1346 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1347 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1348 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1349 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1350 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1351 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1352 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1353 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1354 if (key_dest != key_game || key_consoleactive) bits |= 512;
1355 if (cl_prydoncursor.integer) bits |= 1024;
1356 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1357 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1358 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1359 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1360 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1361 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1362 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1363 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1364 // button bits 19-31 unused currently
1365 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1366 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1367 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1368 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1369 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1370 cl.cmd.buttons = bits;
1373 cl.cmd.impulse = in_impulse;
1376 // movement is set by input code (forwardmove/sidemove/upmove)
1379 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1381 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1382 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1383 // ridiculous value rejection (matches qw)
1384 if (cl.cmd.msec > 250)
1387 cl.cmd.predicted = cl_movement.integer;
1389 // always dump the first two messages, because they may contain leftover inputs from the last level
1390 if (cl.cmd.sequence <= 2)
1391 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1393 // update the cl.movecmd array which holds the most recent moves
1394 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1395 cl.movecmd[i] = cl.movecmd[i-1];
1396 cl.movecmd[0] = cl.cmd;
1398 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1402 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1404 MSG_WriteByte(&buf, qw_clc_move);
1405 // save the position for a checksum byte
1406 checksumindex = buf.cursize;
1407 MSG_WriteByte(&buf, 0);
1408 // packet loss percentage
1409 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1410 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1412 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1413 MSG_WriteByte(&buf, packetloss);
1414 // write most recent 3 moves
1415 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1416 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1417 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1418 // calculate the checksum
1419 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1420 // if delta compression history overflows, request no delta
1421 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1422 cl.qw_validsequence = 0;
1423 // request delta compression if appropriate
1424 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1426 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1427 MSG_WriteByte(&buf, qw_clc_delta);
1428 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1431 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1433 else if (cls.signon == SIGNONS)
1435 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1438 MSG_WriteByte (&buf, clc_move);
1439 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1441 for (i = 0;i < 3;i++)
1442 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1444 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1445 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1446 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1448 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1449 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1451 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1454 MSG_WriteByte (&buf, clc_move);
1455 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1457 for (i = 0;i < 3;i++)
1458 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1460 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1461 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1462 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1464 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1465 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1467 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1470 MSG_WriteByte (&buf, clc_move);
1471 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1473 for (i = 0;i < 3;i++)
1474 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1476 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1477 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1478 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1480 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1481 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1483 else if (cls.signon == SIGNONS)
1488 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1489 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1491 // set the maxusercmds variable to limit how many should be sent
1492 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1493 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1494 if (!cl.cmd.predicted)
1497 // send the latest moves in order, the old ones will be
1498 // ignored by the server harmlessly, however if the previous
1499 // packets were lost these moves will be used
1501 // this reduces packet loss impact on gameplay.
1502 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1504 // don't repeat any stale moves
1505 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1508 MSG_WriteByte (&buf, clc_move);
1509 if (cls.protocol != PROTOCOL_DARKPLACES6)
1510 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1511 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1513 for (i = 0;i < 3;i++)
1514 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1516 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1517 MSG_WriteCoord16i (&buf, cmd->sidemove);
1518 MSG_WriteCoord16i (&buf, cmd->upmove);
1520 MSG_WriteLong (&buf, cmd->buttons);
1521 MSG_WriteByte (&buf, cmd->impulse);
1522 // PRYDON_CLIENTCURSOR
1524 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1525 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1526 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1527 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1528 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1529 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1530 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1531 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1532 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1537 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1539 // ack the last few frame numbers
1540 // (redundent to improve handling of client->server packet loss)
1541 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1542 for (i = 0;i < LATESTFRAMENUMS;i++)
1544 if (cl.latestframenums[i] > 0)
1546 if (developer_networkentities.integer >= 10)
1547 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1548 MSG_WriteByte(&buf, clc_ackframe);
1549 MSG_WriteLong(&buf, cl.latestframenums[i]);
1554 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1555 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1557 // acknowledge any recently received data blocks
1558 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1560 MSG_WriteByte(&buf, clc_ackdownloaddata);
1561 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1562 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1563 cls.dp_downloadack[i].start = 0;
1564 cls.dp_downloadack[i].size = 0;
1567 // send the reliable message (forwarded commands) if there is one
1568 if (buf.cursize || cls.netcon->message.cursize)
1569 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer));
1571 if (cls.netcon->message.overflowed)
1573 Con_Print("CL_SendMove: lost server connection\n");
1575 Host_ShutdownServer();
1584 void CL_InitInput (void)
1586 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1587 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1588 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1589 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1590 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1591 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1592 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1593 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1594 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1595 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1596 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1597 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1598 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1599 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1600 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1601 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1602 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1603 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1604 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1605 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1606 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1607 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1608 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1609 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1610 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1611 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1612 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1613 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1614 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1615 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1616 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1617 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1618 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1620 // LordHavoc: added use button
1621 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1622 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1624 // LordHavoc: added 6 new buttons
1625 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1626 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1627 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1628 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1629 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1630 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1631 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1632 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1633 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1634 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1635 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1636 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1637 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1638 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1639 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1640 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1641 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1642 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1643 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1644 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1645 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1646 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1647 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1648 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1649 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1650 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1651 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1652 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1654 // LordHavoc: added bestweapon command
1655 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)");
1657 Cvar_RegisterVariable(&cl_movement);
1658 Cvar_RegisterVariable(&cl_movement_minping);
1659 Cvar_RegisterVariable(&cl_movement_maxspeed);
1660 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1661 Cvar_RegisterVariable(&cl_movement_stopspeed);
1662 Cvar_RegisterVariable(&cl_movement_friction);
1663 Cvar_RegisterVariable(&cl_movement_edgefriction);
1664 Cvar_RegisterVariable(&cl_movement_stepheight);
1665 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1666 Cvar_RegisterVariable(&cl_movement_accelerate);
1667 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1668 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1669 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1670 Cvar_RegisterVariable(&cl_gravity);
1671 Cvar_RegisterVariable(&cl_slowmo);
1673 Cvar_RegisterVariable(&in_pitch_min);
1674 Cvar_RegisterVariable(&in_pitch_max);
1675 Cvar_RegisterVariable(&m_filter);
1677 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1678 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1680 Cvar_RegisterVariable(&cl_nodelta);