2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
28 ===============================================================================
32 Continuous button event tracking is complicated by the fact that two different
33 input sources (say, mouse button 1 and the control key) can both press the
34 same button, but the button should only be released when both of the
35 pressing key have been released.
37 When a key event issues a button command (+forward, +attack, etc), it appends
38 its key number as a parameter to the command so it can be matched up with
41 state bit 0 is the current state of the key
42 state bit 1 is edge triggered on the up to down transition
43 state bit 2 is edge triggered on the down to up transition
45 ===============================================================================
49 kbutton_t in_mlook, in_klook;
50 kbutton_t in_left, in_right, in_forward, in_back;
51 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
52 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
53 kbutton_t in_up, in_down;
54 // LordHavoc: added 6 new buttons
55 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
59 extern cvar_t sys_ticrate;
62 void KeyDown (kbutton_t *b)
71 k = -1; // typed manually at the console for continuous down
73 if (k == b->down[0] || k == b->down[1])
74 return; // repeating key
82 Con_Print("Three keys down for a button!\n");
88 b->state |= 1 + 2; // down + impulse down
91 void KeyUp (kbutton_t *b)
100 { // typed manually at the console, assume for unsticking, so clear all
101 b->down[0] = b->down[1] = 0;
102 b->state = 4; // impulse up
108 else if (b->down[1] == k)
111 return; // key up without coresponding down (menu pass through)
112 if (b->down[0] || b->down[1])
113 return; // some other key is still holding it down
116 return; // still up (this should not happen)
117 b->state &= ~1; // now up
118 b->state |= 4; // impulse up
121 void IN_KLookDown (void) {KeyDown(&in_klook);}
122 void IN_KLookUp (void) {KeyUp(&in_klook);}
123 void IN_MLookDown (void) {KeyDown(&in_mlook);}
124 void IN_MLookUp (void)
127 if ( !(in_mlook.state&1) && lookspring.value)
130 void IN_UpDown(void) {KeyDown(&in_up);}
131 void IN_UpUp(void) {KeyUp(&in_up);}
132 void IN_DownDown(void) {KeyDown(&in_down);}
133 void IN_DownUp(void) {KeyUp(&in_down);}
134 void IN_LeftDown(void) {KeyDown(&in_left);}
135 void IN_LeftUp(void) {KeyUp(&in_left);}
136 void IN_RightDown(void) {KeyDown(&in_right);}
137 void IN_RightUp(void) {KeyUp(&in_right);}
138 void IN_ForwardDown(void) {KeyDown(&in_forward);}
139 void IN_ForwardUp(void) {KeyUp(&in_forward);}
140 void IN_BackDown(void) {KeyDown(&in_back);}
141 void IN_BackUp(void) {KeyUp(&in_back);}
142 void IN_LookupDown(void) {KeyDown(&in_lookup);}
143 void IN_LookupUp(void) {KeyUp(&in_lookup);}
144 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
145 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
146 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
147 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
148 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
149 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
151 void IN_SpeedDown(void) {KeyDown(&in_speed);}
152 void IN_SpeedUp(void) {KeyUp(&in_speed);}
153 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
154 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
156 void IN_AttackDown(void) {KeyDown(&in_attack);}
157 void IN_AttackUp(void) {KeyUp(&in_attack);}
159 void IN_UseDown(void) {KeyDown(&in_use);}
160 void IN_UseUp(void) {KeyUp(&in_use);}
162 // LordHavoc: added 6 new buttons
163 void IN_Button3Down(void) {KeyDown(&in_button3);}
164 void IN_Button3Up(void) {KeyUp(&in_button3);}
165 void IN_Button4Down(void) {KeyDown(&in_button4);}
166 void IN_Button4Up(void) {KeyUp(&in_button4);}
167 void IN_Button5Down(void) {KeyDown(&in_button5);}
168 void IN_Button5Up(void) {KeyUp(&in_button5);}
169 void IN_Button6Down(void) {KeyDown(&in_button6);}
170 void IN_Button6Up(void) {KeyUp(&in_button6);}
171 void IN_Button7Down(void) {KeyDown(&in_button7);}
172 void IN_Button7Up(void) {KeyUp(&in_button7);}
173 void IN_Button8Down(void) {KeyDown(&in_button8);}
174 void IN_Button8Up(void) {KeyUp(&in_button8);}
176 void IN_JumpDown (void) {KeyDown(&in_jump);}
177 void IN_JumpUp (void) {KeyUp(&in_jump);}
179 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
185 Returns 0.25 if a key was pressed and released during the frame,
186 0.5 if it was pressed and held
187 0 if held then released, and
188 1.0 if held for the entire time
191 float CL_KeyState (kbutton_t *key)
194 qboolean impulsedown, impulseup, down;
196 impulsedown = key->state & 2;
197 impulseup = key->state & 4;
198 down = key->state & 1;
201 if (impulsedown && !impulseup)
204 val = 0.5; // pressed and held this frame
206 val = 0; // I_Error ();
208 if (impulseup && !impulsedown)
211 val = 0; // I_Error ();
213 val = 0; // released this frame
215 if (!impulsedown && !impulseup)
218 val = 1.0; // held the entire frame
220 val = 0; // up the entire frame
222 if (impulsedown && impulseup)
225 val = 0.75; // released and re-pressed this frame
227 val = 0.25; // pressed and released this frame
230 key->state &= 1; // clear impulses
238 //==========================================================================
240 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
241 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
242 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
243 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
245 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
247 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
248 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
250 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
252 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
253 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
254 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
255 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
256 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
257 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
258 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
259 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
260 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
261 cvar_t cl_gravity = {0, "cl_gravity", "800"};
262 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
269 Moves the local angle positions
272 void CL_AdjustAngles (void)
277 if (in_speed.state & 1)
278 speed = host_realframetime * cl_anglespeedkey.value;
280 speed = host_realframetime;
282 if (!(in_strafe.state & 1))
284 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
285 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
287 if (in_klook.state & 1)
290 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
291 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
294 up = CL_KeyState (&in_lookup);
295 down = CL_KeyState(&in_lookdown);
297 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
298 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
303 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
304 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
305 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
306 if (cl.viewangles[YAW] >= 180)
307 cl.viewangles[YAW] -= 360;
308 if (cl.viewangles[PITCH] >= 180)
309 cl.viewangles[PITCH] -= 360;
310 if (cl.viewangles[ROLL] >= 180)
311 cl.viewangles[ROLL] -= 360;
313 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
314 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
321 Send the intended movement message to the server
324 void CL_BaseMove (void)
327 if (cls.signon != SIGNONS)
332 // PRYDON_CLIENTCURSOR needs to survive basemove resets
333 VectorCopy (cl.cmd.cursor_screen, temp);
334 memset (&cl.cmd, 0, sizeof(cl.cmd));
335 VectorCopy (temp, cl.cmd.cursor_screen);
337 if (in_strafe.state & 1)
339 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
340 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
343 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
344 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
346 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
347 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
349 if (! (in_klook.state & 1) )
351 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
352 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
356 // adjust for speed key
358 if (in_speed.state & 1)
360 cl.cmd.forwardmove *= cl_movespeedkey.value;
361 cl.cmd.sidemove *= cl_movespeedkey.value;
362 cl.cmd.upmove *= cl_movespeedkey.value;
367 #include "cl_collision.h"
369 void CL_UpdatePrydonCursor(void)
373 if (!cl_prydoncursor.integer)
374 VectorClear(cl.cmd.cursor_screen);
377 if (cl.cmd.cursor_screen[0] < -1)
379 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.realwidth * sensitivity.value * cl.viewzoom;
380 cl.cmd.cursor_screen[0] = -1;
382 if (cl.cmd.cursor_screen[0] > 1)
384 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.realwidth * sensitivity.value * cl.viewzoom;
385 cl.cmd.cursor_screen[0] = 1;
387 if (cl.cmd.cursor_screen[1] < -1)
389 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.realheight * sensitivity.value * cl.viewzoom;
390 cl.cmd.cursor_screen[1] = -1;
392 if (cl.cmd.cursor_screen[1] > 1)
394 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.realheight * sensitivity.value * cl.viewzoom;
395 cl.cmd.cursor_screen[1] = 1;
398 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
399 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
400 cl.cmd.cursor_screen[2] = 1;
402 scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
403 scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
407 VectorScale(scale, 1000000, scale);
409 // FIXME: use something other than renderer variables here
410 // (but they need to match)
411 VectorCopy(r_vieworigin, cl.cmd.cursor_start);
412 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
413 Matrix4x4_Transform(&r_view_matrix, temp, cl.cmd.cursor_end);
414 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);
415 // makes sparks where cursor is
416 //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
419 void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
421 int i, n, bump, contents, crouch;
422 //double simulatedtime;
427 vec_t wishspeed, addspeed, accelspeed, f, *playermins, *playermaxs;
428 client_movementqueue_t *q;
429 vec3_t currentorigin, currentvelocity, forward, right, up, wishvel, wishdir, neworigin, currentorigin2, neworigin2, yawangles;
430 trace_t trace, trace2, trace3;
431 // remove stale queue items
432 n = cl.movement_numqueue;
433 cl.movement_numqueue = 0;
434 for (i = 0;i < n;i++)
435 if (cl.movement_queue[i].time >= cl.mtime[0])
436 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
437 // add to input queue if there is room
438 if (cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))
440 // add to input queue
441 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value;
442 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
443 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
444 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
445 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
446 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
447 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
448 cl.movement_numqueue++;
451 // abort if client movement is disabled
452 if (!cl_movement.integer || cl.stats[STAT_HEALTH] <= 0)
454 // fetch current starting values
455 currenttime = cl.mtime[0];
456 VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
457 VectorCopy(cl.mvelocity[0], currentvelocity);
458 // calculate time to execute for
459 //simulatedtime = currenttime + cl_movement_latency.value;
460 // FIXME: try minor nudges in various directions if startsolid to find a
461 // safe place to start the walk (due to network compression in some
462 // protocols this starts in solid)
463 //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
464 crouch = false; // this will be updated on first move
465 //Con_Printf("%f: ", currenttime);
466 // replay input queue, and remove any stale queue items
467 // note: this relies on the fact there's always one queue item at the end
468 for (i = 0, q = cl.movement_queue;i < cl.movement_numqueue;i++, q++)
470 //newtime = (i == cl.movement_numqueue) ? simulatedtime : q->time;
472 frametime = newtime - currenttime;
475 //Con_Printf(" %f", frametime);
476 currenttime = newtime;
479 playermins = cl_playercrouchmins;
480 playermaxs = cl_playercrouchmaxs;
484 playermins = cl_playerstandmins;
485 playermaxs = cl_playerstandmaxs;
487 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
489 VectorMA(currentorigin, t, currentvelocity, neworigin);
490 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
491 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
493 // may be a step or wall, try stepping up
494 // first move forward at a higher level
495 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
496 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
497 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
498 // then move down from there
499 VectorCopy(trace2.endpos, currentorigin2);
500 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
501 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
502 //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]);
503 // accept the new trace if it made some progress
504 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
507 VectorCopy(trace3.endpos, trace.endpos);
510 if (trace.fraction == 1)
512 VectorCopy(trace.endpos, currentorigin);
515 t *= 1 - trace.fraction;
516 if (trace.fraction >= 0.001)
517 VectorCopy(trace.endpos, currentorigin);
518 f = DotProduct(currentvelocity, trace.plane.normal);
519 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
521 if (i < cl.movement_numqueue)
525 // wants to crouch, this always works...
531 // wants to stand, if currently crouching we need to check for a
535 trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
536 if (!trace.startsolid)
540 // change velocity according to q->viewangles and q->move
541 contents = CL_PointSuperContents(currentorigin);
542 if (contents & SUPERCONTENTS_LIQUIDSMASK)
545 AngleVectors(q->viewangles, forward, right, up);
546 VectorSet(up, 0, 0, 1);
547 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
548 wishspeed = VectorLength(wishvel);
550 VectorScale(wishvel, 1 / wishspeed, wishdir);
551 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
555 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
556 f = wishspeed - DotProduct(currentvelocity, wishdir);
559 f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
560 VectorMA(currentvelocity, f, wishdir, currentvelocity);
564 if (contents & SUPERCONTENTS_LAVA)
565 currentvelocity[2] = 50;
566 else if (contents & SUPERCONTENTS_SLIME)
567 currentvelocity[2] = 80;
570 if (gamemode == GAME_NEXUIZ)
571 currentvelocity[2] = 200;
573 currentvelocity[2] = 100;
580 VectorSet(yawangles, 0, cl.viewangles[1], 0);
581 AngleVectors(yawangles, forward, right, up);
582 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
583 wishspeed = VectorLength(wishvel);
585 VectorScale(wishvel, 1 / wishspeed, wishdir);
586 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
590 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
591 VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
592 trace = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
593 if (trace.fraction < 1 && trace.plane.normal[2] > 0.7)
595 // apply ground friction
596 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
597 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
598 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
599 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
601 f = 1 - frametime * (trace.fraction == 1 ? cl_movement_edgefriction.value : 1) * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
603 VectorScale(currentvelocity, f, currentvelocity);
607 // apply air speed limit
608 wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
610 if (gamemode == GAME_NEXUIZ)
611 addspeed = wishspeed;
613 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
616 accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
617 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
619 currentvelocity[2] -= cl_gravity.value * frametime;
623 //Con_Printf(" :%f\n", currenttime);
624 // store replay location
626 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
627 VectorCopy(currentorigin, cl.movement_origin);
628 //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
629 //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
637 void CL_SendMove(void)
643 #define MOVEAVERAGING 0
645 static float forwardmove, sidemove, upmove, total; // accumulation
647 float forwardmove, sidemove, upmove;
651 // accumulate changes between messages
652 forwardmove += cl.cmd.forwardmove;
653 sidemove += cl.cmd.sidemove;
654 upmove += cl.cmd.upmove;
657 if (cls.signon != SIGNONS)
660 // average the accumulated changes
661 total = 1.0f / total;
662 forwardmove *= total;
667 // use the latest values
668 forwardmove = cl.cmd.forwardmove;
669 sidemove = cl.cmd.sidemove;
670 upmove = cl.cmd.upmove;
678 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
680 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
681 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
682 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
683 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
684 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
685 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
686 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
687 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
688 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
689 if (key_dest != key_game || key_consoleactive) bits |= 512;
690 if (cl_prydoncursor.integer) bits |= 1024;
691 // button bits 11-31 unused currently
692 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
693 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
694 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
695 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
696 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
698 // always dump the first two messages, because they may contain leftover inputs from the last level
699 if (++cl.movemessages >= 2)
701 // send the movement message
702 // PROTOCOL_QUAKE clc_move = 16 bytes total
703 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
704 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
705 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
706 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
707 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
708 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
710 MSG_WriteByte (&buf, clc_move);
711 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
712 if (cl.protocol == PROTOCOL_DARKPLACES6)
715 for (i = 0;i < 3;i++)
716 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
718 MSG_WriteCoord16i (&buf, forwardmove);
719 MSG_WriteCoord16i (&buf, sidemove);
720 MSG_WriteCoord16i (&buf, upmove);
722 MSG_WriteLong (&buf, bits);
723 MSG_WriteByte (&buf, in_impulse);
724 // PRYDON_CLIENTCURSOR
726 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
727 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
728 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
729 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
730 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
731 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
732 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
733 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
734 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
738 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
741 for (i = 0;i < 3;i++)
742 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
744 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
747 for (i = 0;i < 3;i++)
748 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
750 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
753 for (i = 0;i < 3;i++)
754 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
757 Host_Error("CL_SendMove: unknown cl.protocol %i\n", cl.protocol);
759 MSG_WriteCoord16i (&buf, forwardmove);
760 MSG_WriteCoord16i (&buf, sidemove);
761 MSG_WriteCoord16i (&buf, upmove);
763 MSG_WriteByte (&buf, bits);
764 MSG_WriteByte (&buf, in_impulse);
769 forwardmove = sidemove = upmove = 0;
773 // ack the last few frame numbers
774 // (redundent to improve handling of client->server packet loss)
775 // for LATESTFRAMENUMS == 3 case this is 15 bytes
776 for (i = 0;i < LATESTFRAMENUMS;i++)
778 if (cl.latestframenums[i] > 0)
780 if (developer_networkentities.integer >= 1)
781 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
782 MSG_WriteByte(&buf, clc_ackframe);
783 MSG_WriteLong(&buf, cl.latestframenums[i]);
787 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
789 // deliver the message
790 if (cls.demoplayback)
796 // FIXME: bits & 64 is +button5, Nexuiz specific
797 CL_ClientMovement((bits & 2) != 0, (bits & 64) != 0);
799 if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
801 Con_Print("CL_SendMove: lost server connection\n");
803 Host_ShutdownServer(false);
812 void CL_InitInput (void)
814 Cmd_AddCommand ("+moveup",IN_UpDown);
815 Cmd_AddCommand ("-moveup",IN_UpUp);
816 Cmd_AddCommand ("+movedown",IN_DownDown);
817 Cmd_AddCommand ("-movedown",IN_DownUp);
818 Cmd_AddCommand ("+left",IN_LeftDown);
819 Cmd_AddCommand ("-left",IN_LeftUp);
820 Cmd_AddCommand ("+right",IN_RightDown);
821 Cmd_AddCommand ("-right",IN_RightUp);
822 Cmd_AddCommand ("+forward",IN_ForwardDown);
823 Cmd_AddCommand ("-forward",IN_ForwardUp);
824 Cmd_AddCommand ("+back",IN_BackDown);
825 Cmd_AddCommand ("-back",IN_BackUp);
826 Cmd_AddCommand ("+lookup", IN_LookupDown);
827 Cmd_AddCommand ("-lookup", IN_LookupUp);
828 Cmd_AddCommand ("+lookdown", IN_LookdownDown);
829 Cmd_AddCommand ("-lookdown", IN_LookdownUp);
830 Cmd_AddCommand ("+strafe", IN_StrafeDown);
831 Cmd_AddCommand ("-strafe", IN_StrafeUp);
832 Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
833 Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
834 Cmd_AddCommand ("+moveright", IN_MoverightDown);
835 Cmd_AddCommand ("-moveright", IN_MoverightUp);
836 Cmd_AddCommand ("+speed", IN_SpeedDown);
837 Cmd_AddCommand ("-speed", IN_SpeedUp);
838 Cmd_AddCommand ("+attack", IN_AttackDown);
839 Cmd_AddCommand ("-attack", IN_AttackUp);
840 Cmd_AddCommand ("+jump", IN_JumpDown);
841 Cmd_AddCommand ("-jump", IN_JumpUp);
842 Cmd_AddCommand ("impulse", IN_Impulse);
843 Cmd_AddCommand ("+klook", IN_KLookDown);
844 Cmd_AddCommand ("-klook", IN_KLookUp);
845 Cmd_AddCommand ("+mlook", IN_MLookDown);
846 Cmd_AddCommand ("-mlook", IN_MLookUp);
848 // LordHavoc: added use button
849 Cmd_AddCommand ("+use", IN_UseDown);
850 Cmd_AddCommand ("-use", IN_UseUp);
852 // LordHavoc: added 6 new buttons
853 Cmd_AddCommand ("+button3", IN_Button3Down);
854 Cmd_AddCommand ("-button3", IN_Button3Up);
855 Cmd_AddCommand ("+button4", IN_Button4Down);
856 Cmd_AddCommand ("-button4", IN_Button4Up);
857 Cmd_AddCommand ("+button5", IN_Button5Down);
858 Cmd_AddCommand ("-button5", IN_Button5Up);
859 Cmd_AddCommand ("+button6", IN_Button6Down);
860 Cmd_AddCommand ("-button6", IN_Button6Up);
861 Cmd_AddCommand ("+button7", IN_Button7Down);
862 Cmd_AddCommand ("-button7", IN_Button7Up);
863 Cmd_AddCommand ("+button8", IN_Button8Down);
864 Cmd_AddCommand ("-button8", IN_Button8Up);
866 Cvar_RegisterVariable(&cl_movement);
867 Cvar_RegisterVariable(&cl_movement_latency);
868 Cvar_RegisterVariable(&cl_movement_maxspeed);
869 Cvar_RegisterVariable(&cl_movement_maxairspeed);
870 Cvar_RegisterVariable(&cl_movement_stopspeed);
871 Cvar_RegisterVariable(&cl_movement_friction);
872 Cvar_RegisterVariable(&cl_movement_edgefriction);
873 Cvar_RegisterVariable(&cl_movement_stepheight);
874 Cvar_RegisterVariable(&cl_movement_accelerate);
875 Cvar_RegisterVariable(&cl_gravity);
876 Cvar_RegisterVariable(&cl_slowmo);