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 (should match sv_airaccel_qw)"};
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)"};
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","20", "how many input packets to send to server each second"};
454 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
455 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459 extern cvar_t v_flipped;
465 Moves the local angle positions
468 void CL_AdjustAngles (void)
473 if (in_speed.state & 1)
474 speed = cl.realframetime * cl_anglespeedkey.value;
476 speed = cl.realframetime;
478 if (!(in_strafe.state & 1))
480 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
483 if (in_klook.state & 1)
486 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
490 up = CL_KeyState (&in_lookup);
491 down = CL_KeyState(&in_lookdown);
493 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501 if (cl.viewangles[YAW] >= 180)
502 cl.viewangles[YAW] -= 360;
503 if (cl.viewangles[PITCH] >= 180)
504 cl.viewangles[PITCH] -= 360;
505 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
509 int cl_ignoremousemoves = 2;
515 Send the intended movement message to the server
521 static float old_mouse_x = 0, old_mouse_y = 0;
523 // clamp before the move to prevent starting with bad angles
526 if(v_flipped.integer)
527 cl.viewangles[YAW] = -cl.viewangles[YAW];
529 // reset some of the command fields
530 cl.cmd.forwardmove = 0;
534 // get basic movement from keyboard
535 if (in_strafe.state & 1)
537 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
544 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
547 if (! (in_klook.state & 1) )
549 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
553 // adjust for speed key
554 if (in_speed.state & 1)
556 cl.cmd.forwardmove *= cl_movespeedkey.value;
557 cl.cmd.sidemove *= cl_movespeedkey.value;
558 cl.cmd.upmove *= cl_movespeedkey.value;
561 // allow mice or other external controllers to add to the move
564 // apply m_accelerate if it is on
565 if(m_accelerate.value > 1)
567 static float averagespeed = 0;
568 float speed, f, mi, ma;
570 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571 if(m_accelerate_filter.value > 0)
572 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
575 averagespeed = speed * f + averagespeed * (1 - f);
577 mi = max(1, m_accelerate_minspeed.value);
578 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
580 if(averagespeed <= mi)
584 else if(averagespeed >= ma)
586 f = m_accelerate.value;
591 f = log(averagespeed);
598 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
605 // apply m_filter if it is on
608 if (m_filter.integer)
610 in_mouse_x = (mx + old_mouse_x) * 0.5;
611 in_mouse_y = (my + old_mouse_y) * 0.5;
616 // ignore a mouse move if mouse was activated/deactivated this frame
617 if (cl_ignoremousemoves)
619 cl_ignoremousemoves--;
620 in_mouse_x = old_mouse_x = 0;
621 in_mouse_y = old_mouse_y = 0;
624 // if not in menu, apply mouse move to viewangles/movement
625 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
627 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628 if (cl_prydoncursor.integer)
630 // mouse interacting with the scene, mostly stationary view
632 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
635 else if (in_strafe.state & 1)
637 // strafing mode, all looking is movement
639 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640 if (noclip_anglehack)
641 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
643 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
645 else if ((in_mlook.state & 1) || freelook.integer)
647 // mouselook, lookstrafe causes turning to become strafing
649 if (lookstrafe.integer)
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
652 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
657 // non-mouselook, yaw turning and forward/back movement
658 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
662 else // don't pitch drift when csqc is controlling the mouse
665 if(v_flipped.integer)
667 cl.viewangles[YAW] = -cl.viewangles[YAW];
668 cl.cmd.sidemove = -cl.cmd.sidemove;
671 // clamp after the move to prevent rendering with bad angles
674 if(cl_movecliptokeyboard.integer)
677 if (in_speed.state & 1)
678 f *= cl_movespeedkey.value;
679 if(cl_movecliptokeyboard.integer == 2)
681 // digital direction, analog amount
682 vec_t wishvel_x, wishvel_y;
683 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684 wishvel_x = fabs(cl.cmd.forwardmove);
685 wishvel_y = fabs(cl.cmd.sidemove);
686 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
688 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689 if(wishvel_x >= 2 * wishvel_y)
692 if(cl.cmd.forwardmove > 0)
693 cl.cmd.forwardmove = wishspeed;
695 cl.cmd.forwardmove = -wishspeed;
698 else if(wishvel_y >= 2 * wishvel_x)
701 cl.cmd.forwardmove = 0;
702 if(cl.cmd.sidemove > 0)
703 cl.cmd.sidemove = wishspeed;
705 cl.cmd.sidemove = -wishspeed;
710 if(cl.cmd.forwardmove > 0)
711 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
713 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714 if(cl.cmd.sidemove > 0)
715 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
717 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
721 else if(cl_movecliptokeyboard.integer)
723 // digital direction, digital amount
724 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725 cl.cmd.sidemove = cl_sidespeed.value * f;
726 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727 cl.cmd.sidemove = -cl_sidespeed.value * f;
730 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733 cl.cmd.forwardmove = -cl_backspeed.value * f;
735 cl.cmd.forwardmove = 0;
740 #include "cl_collision.h"
742 void CL_UpdatePrydonCursor(void)
746 if (!cl_prydoncursor.integer)
747 VectorClear(cl.cmd.cursor_screen);
750 if (cl.cmd.cursor_screen[0] < -1)
752 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753 cl.cmd.cursor_screen[0] = -1;
755 if (cl.cmd.cursor_screen[0] > 1)
757 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758 cl.cmd.cursor_screen[0] = 1;
760 if (cl.cmd.cursor_screen[1] < -1)
762 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763 cl.cmd.cursor_screen[1] = -1;
765 if (cl.cmd.cursor_screen[1] > 1)
767 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768 cl.cmd.cursor_screen[1] = 1;
771 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773 cl.cmd.cursor_screen[2] = 1;
775 // calculate current view matrix
776 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777 // calculate direction vector of cursor in viewspace by using frustum slopes
778 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
779 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780 // trace from view origin to the cursor
781 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);
784 typedef enum waterlevel_e
793 typedef struct cl_clientmovement_state_s
798 // current bounding box (different if crouched vs standing)
801 // currently on the ground
803 // currently crouching
805 // what kind of water (SUPERCONTENTS_LAVA for instance)
808 waterlevel_t waterlevel;
809 // weird hacks when jumping out of water
810 // (this is in seconds and counts down to 0)
816 cl_clientmovement_state_t;
818 #define NUMOFFSETS 27
819 static vec3_t offsets[NUMOFFSETS] =
821 // 1 no nudge (just return the original if this test passes)
822 { 0.000, 0.000, 0.000},
824 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
825 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
826 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
827 // 4 diagonal flat nudges
828 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
829 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
830 // 8 diagonal upward nudges
831 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
832 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
833 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
834 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
835 // 8 diagonal downward nudges
836 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
837 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
838 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
839 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
842 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
846 for (i = 0;i < NUMOFFSETS;i++)
848 VectorAdd(offsets[i], s->origin, neworigin);
849 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
851 VectorCopy(neworigin, s->origin);
855 // if all offsets failed, give up
859 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
861 vec3_t origin1, origin2;
864 // make sure player is not stuck
865 CL_ClientMovement_Unstick(s);
870 // wants to crouch, this always works..
876 // wants to stand, if currently crouching we need to check for a
880 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
881 if (!trace.startsolid)
887 VectorCopy(cl.playercrouchmins, s->mins);
888 VectorCopy(cl.playercrouchmaxs, s->maxs);
892 VectorCopy(cl.playerstandmins, s->mins);
893 VectorCopy(cl.playerstandmaxs, s->maxs);
897 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
898 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
899 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
900 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
902 // set watertype/waterlevel
903 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
904 s->waterlevel = WATERLEVEL_NONE;
905 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
908 s->waterlevel = WATERLEVEL_WETFEET;
909 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
910 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
912 s->waterlevel = WATERLEVEL_SWIMMING;
913 origin1[2] = s->origin[2] + 22;
914 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915 s->waterlevel = WATERLEVEL_SUBMERGED;
919 // water jump prediction
920 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
921 s->waterjumptime = 0;
924 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
930 vec3_t currentorigin2;
932 vec3_t primalvelocity;
936 CL_ClientMovement_UpdateStatus(s);
937 VectorCopy(s->velocity, primalvelocity);
938 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
940 VectorMA(s->origin, t, s->velocity, neworigin);
941 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
942 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
944 // may be a step or wall, try stepping up
945 // first move forward at a higher level
946 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
947 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
948 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
949 if (!trace2.startsolid)
951 // then move down from there
952 VectorCopy(trace2.endpos, currentorigin2);
953 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
954 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
955 //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]);
956 // accept the new trace if it made some progress
957 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
960 VectorCopy(trace3.endpos, trace.endpos);
965 // check if it moved at all
966 if (trace.fraction >= 0.001)
967 VectorCopy(trace.endpos, s->origin);
969 // check if it moved all the way
970 if (trace.fraction == 1)
973 //if (trace.plane.normal[2] > 0.7)
974 // s->onground = true;
976 t -= t * trace.fraction;
978 f = DotProduct(s->velocity, trace.plane.normal);
979 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
981 if (s->waterjumptime > 0)
982 VectorCopy(primalvelocity, s->velocity);
986 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
993 // water jump only in certain situations
994 // this mimics quakeworld code
995 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1000 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1001 AngleVectors(yawangles, forward, NULL, NULL);
1002 VectorMA(s->origin, 24, forward, spot);
1004 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1007 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1009 VectorScale(forward, 50, s->velocity);
1010 s->velocity[2] = 310;
1011 s->waterjumptime = 2;
1012 s->onground = false;
1013 s->cmd.canjump = false;
1018 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1020 // drift towards bottom
1021 VectorSet(wishvel, 0, 0, -60);
1029 // calculate movement vector
1030 AngleVectors(s->cmd.viewangles, forward, right, up);
1031 VectorSet(up, 0, 0, 1);
1032 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1035 // split wishvel into wishspeed and wishdir
1036 wishspeed = VectorLength(wishvel);
1038 VectorScale(wishvel, 1 / wishspeed, wishdir);
1040 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1041 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1046 if (s->waterjumptime <= 0)
1049 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1051 VectorScale(s->velocity, f, s->velocity);
1053 // water acceleration
1054 f = wishspeed - DotProduct(s->velocity, wishdir);
1057 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1058 VectorMA(s->velocity, f, wishdir, s->velocity);
1061 // holding jump button swims upward slowly
1064 if (s->watertype & SUPERCONTENTS_LAVA)
1065 s->velocity[2] = 50;
1066 else if (s->watertype & SUPERCONTENTS_SLIME)
1067 s->velocity[2] = 80;
1070 if (gamemode == GAME_NEXUIZ)
1071 s->velocity[2] = 200;
1073 s->velocity[2] = 100;
1078 CL_ClientMovement_Move(s);
1081 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1083 vec_t zspeed, speed, dot, k;
1085 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1088 zspeed = s->velocity[2];
1090 speed = VectorNormalizeLength(s->velocity);
1092 dot = DotProduct(s->velocity, wishdir);
1094 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1096 if(dot > 0) { // we can't change direction while slowing down
1097 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1098 VectorNormalize(s->velocity);
1101 VectorScale(s->velocity, speed, s->velocity);
1102 s->velocity[2] = zspeed;
1105 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
1107 vec_t vel_straight, vel_z;
1112 savespeed = VectorLength2(s->velocity);
1114 vel_straight = DotProduct(s->velocity, wishdir);
1115 vel_z = s->velocity[2];
1116 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1118 addspeed = wishspeed - vel_straight;
1120 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1122 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1124 if(sidefric < 0 && VectorLength2(vel_perpend))
1127 f = 1 + s->cmd.frametime * wishspeed * sidefric;
1128 fmin = (savespeed - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1130 VectorScale(vel_perpend, f, vel_perpend);
1132 VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
1135 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1137 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1138 s->velocity[2] += vel_z;
1141 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1143 vec3_t curvel, wishvel, acceldir, curdir;
1144 float addspeed, accelspeed, curspeed;
1147 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1148 float bunnyaccel = cl.movevars_warsowbunny_accel;
1149 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1150 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1151 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1156 VectorCopy( s->velocity, curvel );
1158 curspeed = VectorLength( curvel );
1160 if( wishspeed > curspeed * 1.01f )
1162 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1163 if( accelspeed < wishspeed )
1164 wishspeed = accelspeed;
1168 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1171 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1173 VectorScale( wishdir, wishspeed, wishvel );
1174 VectorSubtract( wishvel, curvel, acceldir );
1175 addspeed = VectorNormalizeLength( acceldir );
1177 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1178 if( accelspeed > addspeed )
1179 accelspeed = addspeed;
1181 if( backtosideratio < 1.0f )
1183 VectorNormalize2( curvel, curdir );
1184 dot = DotProduct( acceldir, curdir );
1186 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1189 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1192 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1207 // jump if on ground with jump button pressed but only if it has been
1208 // released at least once since the last jump
1211 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"
1213 s->velocity[2] += cl.movevars_jumpvelocity;
1214 s->onground = false;
1215 s->cmd.canjump = false;
1219 s->cmd.canjump = true;
1221 // calculate movement vector
1222 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1223 AngleVectors(yawangles, forward, right, up);
1224 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1226 // split wishvel into wishspeed and wishdir
1227 wishspeed = VectorLength(wishvel);
1229 VectorScale(wishvel, 1 / wishspeed, wishdir);
1231 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1232 // check if onground
1235 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1239 // apply edge friction
1240 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1243 friction = cl.movevars_friction;
1244 if (cl.movevars_edgefriction != 1)
1248 // note: QW uses the full player box for the trace, and yet still
1249 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1250 // this mimics it for compatibility
1251 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1252 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1253 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1254 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1256 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1257 if (trace.fraction == 1 && !trace.startsolid)
1258 friction *= cl.movevars_edgefriction;
1260 // apply ground friction
1261 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1263 VectorScale(s->velocity, f, s->velocity);
1265 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1268 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1269 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1271 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1272 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1274 if (VectorLength2(s->velocity))
1275 CL_ClientMovement_Move(s);
1279 if (s->waterjumptime <= 0)
1281 // apply air speed limit
1282 vec_t accel, wishspeed2, accelqw;
1283 qboolean accelerating;
1285 accelqw = cl.movevars_airaccel_qw;
1286 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1289 accel = cl.movevars_airaccelerate;
1291 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1292 wishspeed2 = wishspeed;
1295 if(cl.movevars_airstopaccelerate != 0)
1296 if(DotProduct(s->velocity, wishdir) < 0)
1297 accel = cl.movevars_airstopaccelerate;
1298 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1300 if(cl.movevars_maxairstrafespeed)
1302 if(wishspeed > cl.movevars_maxairstrafespeed)
1303 wishspeed = cl.movevars_maxairstrafespeed;
1304 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1306 // otherwise, CPMA-style air acceleration misbehaves a lot
1307 // if partially non-QW acceleration is used (as in, strafing
1308 // would get faster than moving forward straight)
1310 if(cl.movevars_airstrafeaccelerate)
1312 accel = cl.movevars_airstrafeaccelerate;
1313 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1315 // otherwise, CPMA-style air acceleration misbehaves a lot
1316 // if partially non-QW acceleration is used (as in, strafing
1317 // would get faster than moving forward straight)
1322 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1323 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1325 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1327 if(cl.movevars_aircontrol)
1328 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1330 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1331 CL_ClientMovement_Move(s);
1335 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1337 //Con_Printf(" %f", frametime);
1339 s->cmd.canjump = true;
1340 s->waterjumptime -= s->cmd.frametime;
1341 CL_ClientMovement_UpdateStatus(s);
1342 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1343 CL_ClientMovement_Physics_Swim(s);
1345 CL_ClientMovement_Physics_Walk(s);
1348 extern cvar_t slowmo;
1349 void CL_UpdateMoveVars(void)
1351 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1354 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1356 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1357 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1358 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1359 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1360 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1361 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1362 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1363 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1364 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1365 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1366 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1367 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1368 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1369 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1370 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1371 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1372 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1373 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1374 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1375 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1376 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1377 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1378 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1379 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1380 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1381 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1382 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1383 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1387 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1388 cl.movevars_timescale = slowmo.value;
1389 cl.movevars_gravity = sv_gravity.value;
1390 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1391 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1392 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1393 cl.movevars_accelerate = cl_movement_accelerate.value;
1394 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1395 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1396 cl.movevars_friction = cl_movement_friction.value;
1397 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1398 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1399 cl.movevars_entgravity = 1;
1400 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1401 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1402 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1403 cl.movevars_stepheight = cl_movement_stepheight.value;
1404 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1405 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1406 cl.movevars_airstopaccelerate = 0;
1407 cl.movevars_airstrafeaccelerate = 0;
1408 cl.movevars_maxairstrafespeed = 0;
1409 cl.movevars_aircontrol = 0;
1410 cl.movevars_warsowbunny_airforwardaccel = 0;
1411 cl.movevars_warsowbunny_accel = 0;
1412 cl.movevars_warsowbunny_topspeed = 0;
1413 cl.movevars_warsowbunny_turnaccel = 0;
1414 cl.movevars_warsowbunny_backtosideratio = 0;
1418 void CL_ClientMovement_Replay(void)
1421 double totalmovemsec;
1422 cl_clientmovement_state_t s;
1424 if (cl.movement_predicted && !cl.movement_replay)
1427 // set up starting state for the series of moves
1428 memset(&s, 0, sizeof(s));
1429 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1430 VectorCopy(cl.mvelocity[0], s.velocity);
1431 s.crouched = true; // will be updated on first move
1432 //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]);
1435 for (i = 0;i < CL_MAX_USERCMDS;i++)
1436 if (cl.movecmd[i].sequence > cls.servermovesequence)
1437 totalmovemsec += cl.movecmd[i].msec;
1438 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);
1439 //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);
1440 if (cl.movement_predicted)
1442 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1444 // replay the input queue to predict current location
1445 // note: this relies on the fact there's always one queue item at the end
1447 // find how many are still valid
1448 for (i = 0;i < CL_MAX_USERCMDS;i++)
1449 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1451 // now walk them in oldest to newest order
1452 for (i--;i >= 0;i--)
1454 s.cmd = cl.movecmd[i];
1455 if (i < CL_MAX_USERCMDS - 1)
1456 s.cmd.canjump = cl.movecmd[i+1].canjump;
1457 // if a move is more than 50ms, do it as two moves (matching qwsv)
1458 //Con_Printf("%i ", s.cmd.msec);
1459 if (s.cmd.frametime > 0.05)
1461 s.cmd.frametime /= 2;
1462 CL_ClientMovement_PlayerMove(&s);
1464 CL_ClientMovement_PlayerMove(&s);
1465 cl.movecmd[i].canjump = s.cmd.canjump;
1471 // get the first movement queue entry to know whether to crouch and such
1472 s.cmd = cl.movecmd[0];
1474 CL_ClientMovement_UpdateStatus(&s);
1476 if (cls.demoplayback) // for bob, speedometer
1477 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1480 cl.movement_replay = false;
1481 // update the interpolation target position and velocity
1482 VectorCopy(s.origin, cl.movement_origin);
1483 VectorCopy(s.velocity, cl.movement_velocity);
1486 // update the onground flag if appropriate
1487 if (cl.movement_predicted)
1489 // when predicted we simply set the flag according to the UpdateStatus
1490 cl.onground = s.onground;
1494 // when not predicted, cl.onground is cleared by cl_parse.c each time
1495 // an update packet is received, but can be forced on here to hide
1496 // server inconsistencies in the onground flag
1497 // (which mostly occur when stepping up stairs at very high framerates
1498 // where after the step up the move continues forward and not
1499 // downward so the ground is not detected)
1501 // such onground inconsistencies can cause jittery gun bobbing and
1502 // stair smoothing, so we set onground if UpdateStatus says so
1507 // react to onground state changes (for gun bob)
1510 if (!cl.oldonground)
1511 cl.hitgroundtime = cl.movecmd[0].time;
1512 cl.lastongroundtime = cl.movecmd[0].time;
1514 cl.oldonground = cl.onground;
1517 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1522 if (to->viewangles[0] != from->viewangles[0])
1523 bits |= QW_CM_ANGLE1;
1524 if (to->viewangles[1] != from->viewangles[1])
1525 bits |= QW_CM_ANGLE2;
1526 if (to->viewangles[2] != from->viewangles[2])
1527 bits |= QW_CM_ANGLE3;
1528 if (to->forwardmove != from->forwardmove)
1529 bits |= QW_CM_FORWARD;
1530 if (to->sidemove != from->sidemove)
1532 if (to->upmove != from->upmove)
1534 if (to->buttons != from->buttons)
1535 bits |= QW_CM_BUTTONS;
1536 if (to->impulse != from->impulse)
1537 bits |= QW_CM_IMPULSE;
1539 MSG_WriteByte(buf, bits);
1540 if (bits & QW_CM_ANGLE1)
1541 MSG_WriteAngle16i(buf, to->viewangles[0]);
1542 if (bits & QW_CM_ANGLE2)
1543 MSG_WriteAngle16i(buf, to->viewangles[1]);
1544 if (bits & QW_CM_ANGLE3)
1545 MSG_WriteAngle16i(buf, to->viewangles[2]);
1546 if (bits & QW_CM_FORWARD)
1547 MSG_WriteShort(buf, (short) to->forwardmove);
1548 if (bits & QW_CM_SIDE)
1549 MSG_WriteShort(buf, (short) to->sidemove);
1550 if (bits & QW_CM_UP)
1551 MSG_WriteShort(buf, (short) to->upmove);
1552 if (bits & QW_CM_BUTTONS)
1553 MSG_WriteByte(buf, to->buttons);
1554 if (bits & QW_CM_IMPULSE)
1555 MSG_WriteByte(buf, to->impulse);
1556 MSG_WriteByte(buf, to->msec);
1564 usercmd_t nullcmd; // for delta compression of qw moves
1565 void CL_SendMove(void)
1567 int i, j, packetloss;
1573 unsigned char data[1024];
1578 // if playing a demo, do nothing
1582 // we don't que moves during a lag spike (potential network timeout)
1583 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1585 // we build up cl.cmd and then decide whether to send or not
1586 // we store this into cl.movecmd[0] for prediction each frame even if we
1587 // do not send, to make sure that prediction is instant
1588 cl.cmd.time = cl.time;
1589 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1592 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1594 if (in_attack.state & 3) bits |= 1;
1595 if (in_jump.state & 3) bits |= 2;
1596 if (in_button3.state & 3) bits |= 4;
1597 if (in_button4.state & 3) bits |= 8;
1598 if (in_button5.state & 3) bits |= 16;
1599 if (in_button6.state & 3) bits |= 32;
1600 if (in_button7.state & 3) bits |= 64;
1601 if (in_button8.state & 3) bits |= 128;
1602 if (in_use.state & 3) bits |= 256;
1603 if (key_dest != key_game || key_consoleactive) bits |= 512;
1604 if (cl_prydoncursor.integer) bits |= 1024;
1605 if (in_button9.state & 3) bits |= 2048;
1606 if (in_button10.state & 3) bits |= 4096;
1607 if (in_button11.state & 3) bits |= 8192;
1608 if (in_button12.state & 3) bits |= 16384;
1609 if (in_button13.state & 3) bits |= 32768;
1610 if (in_button14.state & 3) bits |= 65536;
1611 if (in_button15.state & 3) bits |= 131072;
1612 if (in_button16.state & 3) bits |= 262144;
1613 // button bits 19-31 unused currently
1614 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1615 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1616 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1617 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1618 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1620 // set buttons and impulse
1621 cl.cmd.buttons = bits;
1622 cl.cmd.impulse = in_impulse;
1625 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1627 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1628 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1629 // ridiculous value rejection (matches qw)
1630 if (cl.cmd.msec > 250)
1632 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1634 cl.cmd.predicted = cl_movement.integer != 0;
1636 // movement is set by input code (forwardmove/sidemove/upmove)
1637 // always dump the first two moves, because they may contain leftover inputs from the last level
1638 if (cl.cmd.sequence <= 2)
1639 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1641 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1643 switch (cls.protocol)
1645 case PROTOCOL_QUAKEWORLD:
1646 case PROTOCOL_QUAKE:
1647 case PROTOCOL_QUAKEDP:
1648 case PROTOCOL_NEHAHRAMOVIE:
1649 case PROTOCOL_NEHAHRABJP:
1650 case PROTOCOL_NEHAHRABJP2:
1651 case PROTOCOL_NEHAHRABJP3:
1652 case PROTOCOL_DARKPLACES1:
1653 case PROTOCOL_DARKPLACES2:
1654 case PROTOCOL_DARKPLACES3:
1655 case PROTOCOL_DARKPLACES4:
1656 case PROTOCOL_DARKPLACES5:
1658 case PROTOCOL_DARKPLACES6:
1659 case PROTOCOL_DARKPLACES7:
1660 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1661 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1663 case PROTOCOL_UNKNOWN:
1668 cl.movecmd[0] = cl.cmd;
1670 // don't predict more than 200fps
1671 if (realtime >= cl.lastpackettime + 0.005)
1672 cl.movement_replay = true; // redo the prediction
1674 // now decide whether to actually send this move
1675 // (otherwise it is only for prediction)
1677 // don't send too often or else network connections can get clogged by a
1678 // high renderer framerate
1679 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1680 if (cl.movevars_timescale && cl.movevars_ticrate)
1682 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1683 packettime = min(packettime, maxtic);
1685 // send input every frame in singleplayer
1689 // do not send if we do not have anything useful to send
1690 if(msecdelta <= 0 && cls.signon == SIGNONS && !cl.paused && cl.movevars_ticrate > 0)
1692 // always send if buttons changed or an impulse is pending
1693 // even if it violates the rate limit!
1694 if (!cl.cmd.impulse && (!cl_netimmediatebuttons.integer || cl.cmd.buttons == cl.movecmd[1].buttons))
1696 // don't choke the connection with packets (obey rate limit)
1697 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1699 // don't send too often (cl_netfps)
1700 if (realtime < cl.lastpackettime + packettime)
1703 // try to round off the lastpackettime to a multiple of the packet interval
1704 // (this causes it to emit packets at a steady beat)
1706 cl.lastpackettime = floor(realtime / packettime) * packettime;
1708 cl.lastpackettime = realtime;
1710 buf.maxsize = sizeof(data);
1714 // send the movement message
1715 // PROTOCOL_QUAKE clc_move = 16 bytes total
1716 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1717 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1718 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1719 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1720 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1721 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1722 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1723 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1724 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1725 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1727 // set prydon cursor info
1728 CL_UpdatePrydonCursor();
1730 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1732 switch (cls.protocol)
1734 case PROTOCOL_QUAKEWORLD:
1735 MSG_WriteByte(&buf, qw_clc_move);
1736 // save the position for a checksum byte
1737 checksumindex = buf.cursize;
1738 MSG_WriteByte(&buf, 0);
1739 // packet loss percentage
1740 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1741 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1743 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1744 MSG_WriteByte(&buf, packetloss);
1745 // write most recent 3 moves
1746 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1747 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1748 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1749 // calculate the checksum
1750 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1751 // if delta compression history overflows, request no delta
1752 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1753 cl.qw_validsequence = 0;
1754 // request delta compression if appropriate
1755 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1757 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1758 MSG_WriteByte(&buf, qw_clc_delta);
1759 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1762 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1764 case PROTOCOL_QUAKE:
1765 case PROTOCOL_QUAKEDP:
1766 case PROTOCOL_NEHAHRAMOVIE:
1767 case PROTOCOL_NEHAHRABJP:
1768 case PROTOCOL_NEHAHRABJP2:
1769 case PROTOCOL_NEHAHRABJP3:
1771 MSG_WriteByte (&buf, clc_move);
1772 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1774 for (i = 0;i < 3;i++)
1775 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1777 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1778 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1779 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1781 MSG_WriteByte (&buf, cl.cmd.buttons);
1782 MSG_WriteByte (&buf, cl.cmd.impulse);
1784 case PROTOCOL_DARKPLACES2:
1785 case PROTOCOL_DARKPLACES3:
1787 MSG_WriteByte (&buf, clc_move);
1788 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1790 for (i = 0;i < 3;i++)
1791 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1793 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1794 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1795 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1797 MSG_WriteByte (&buf, cl.cmd.buttons);
1798 MSG_WriteByte (&buf, cl.cmd.impulse);
1800 case PROTOCOL_DARKPLACES1:
1801 case PROTOCOL_DARKPLACES4:
1802 case PROTOCOL_DARKPLACES5:
1804 MSG_WriteByte (&buf, clc_move);
1805 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1807 for (i = 0;i < 3;i++)
1808 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1810 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1811 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1812 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1814 MSG_WriteByte (&buf, cl.cmd.buttons);
1815 MSG_WriteByte (&buf, cl.cmd.impulse);
1816 case PROTOCOL_DARKPLACES6:
1817 case PROTOCOL_DARKPLACES7:
1818 // set the maxusercmds variable to limit how many should be sent
1819 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1820 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1821 if (!cl.cmd.predicted)
1824 // send the latest moves in order, the old ones will be
1825 // ignored by the server harmlessly, however if the previous
1826 // packets were lost these moves will be used
1828 // this reduces packet loss impact on gameplay.
1829 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1831 // don't repeat any stale moves
1832 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1835 MSG_WriteByte (&buf, clc_move);
1836 if (cls.protocol != PROTOCOL_DARKPLACES6)
1837 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1838 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1840 for (i = 0;i < 3;i++)
1841 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1843 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1844 MSG_WriteCoord16i (&buf, cmd->sidemove);
1845 MSG_WriteCoord16i (&buf, cmd->upmove);
1847 MSG_WriteLong (&buf, cmd->buttons);
1848 MSG_WriteByte (&buf, cmd->impulse);
1849 // PRYDON_CLIENTCURSOR
1851 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1852 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1853 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1854 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1855 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1856 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1857 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1858 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1859 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1862 case PROTOCOL_UNKNOWN:
1867 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1869 // ack the last few frame numbers
1870 // (redundent to improve handling of client->server packet loss)
1871 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1872 for (i = 0;i < LATESTFRAMENUMS;i++)
1874 if (cl.latestframenums[i] > 0)
1876 if (developer_networkentities.integer >= 10)
1877 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1878 MSG_WriteByte(&buf, clc_ackframe);
1879 MSG_WriteLong(&buf, cl.latestframenums[i]);
1884 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1885 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1887 // acknowledge any recently received data blocks
1888 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1890 MSG_WriteByte(&buf, clc_ackdownloaddata);
1891 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1892 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1893 cls.dp_downloadack[i].start = 0;
1894 cls.dp_downloadack[i].size = 0;
1897 // send the reliable message (forwarded commands) if there is one
1898 if (buf.cursize || cls.netcon->message.cursize)
1899 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1903 // update the cl.movecmd array which holds the most recent moves,
1904 // because we now need a new slot for the next input
1905 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1906 cl.movecmd[i] = cl.movecmd[i-1];
1907 cl.movecmd[0].msec = 0;
1908 cl.movecmd[0].frametime = 0;
1911 // clear button 'click' states
1912 in_attack.state &= ~2;
1913 in_jump.state &= ~2;
1914 in_button3.state &= ~2;
1915 in_button4.state &= ~2;
1916 in_button5.state &= ~2;
1917 in_button6.state &= ~2;
1918 in_button7.state &= ~2;
1919 in_button8.state &= ~2;
1921 in_button9.state &= ~2;
1922 in_button10.state &= ~2;
1923 in_button11.state &= ~2;
1924 in_button12.state &= ~2;
1925 in_button13.state &= ~2;
1926 in_button14.state &= ~2;
1927 in_button15.state &= ~2;
1928 in_button16.state &= ~2;
1932 if (cls.netcon->message.overflowed)
1934 Con_Print("CL_SendMove: lost server connection\n");
1936 Host_ShutdownServer();
1945 void CL_InitInput (void)
1947 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1948 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1949 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1950 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1951 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1952 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1953 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1954 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1955 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1956 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1957 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1958 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1959 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1960 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1961 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1962 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1963 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1964 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1965 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1966 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1967 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1968 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1969 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1970 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1971 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1972 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1973 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1974 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1975 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1976 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1977 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1978 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1979 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1981 // LordHavoc: added use button
1982 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1983 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1985 // LordHavoc: added 6 new buttons
1986 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1987 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1988 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1989 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1990 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1991 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1992 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1993 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1994 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1995 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1996 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1997 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1998 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1999 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2000 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2001 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2002 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2003 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2004 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2005 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2006 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2007 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2008 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2009 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2010 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2011 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2012 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2013 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2015 // LordHavoc: added bestweapon command
2016 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)");
2018 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");
2020 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2022 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2023 Cvar_RegisterVariable(&cl_movement);
2024 Cvar_RegisterVariable(&cl_movement_nettimeout);
2025 Cvar_RegisterVariable(&cl_movement_minping);
2026 Cvar_RegisterVariable(&cl_movement_track_canjump);
2027 Cvar_RegisterVariable(&cl_movement_maxspeed);
2028 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2029 Cvar_RegisterVariable(&cl_movement_stopspeed);
2030 Cvar_RegisterVariable(&cl_movement_friction);
2031 Cvar_RegisterVariable(&cl_movement_wallfriction);
2032 Cvar_RegisterVariable(&cl_movement_waterfriction);
2033 Cvar_RegisterVariable(&cl_movement_edgefriction);
2034 Cvar_RegisterVariable(&cl_movement_stepheight);
2035 Cvar_RegisterVariable(&cl_movement_accelerate);
2036 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2037 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2038 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2039 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2040 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2042 Cvar_RegisterVariable(&in_pitch_min);
2043 Cvar_RegisterVariable(&in_pitch_max);
2044 Cvar_RegisterVariable(&m_filter);
2045 Cvar_RegisterVariable(&m_accelerate);
2046 Cvar_RegisterVariable(&m_accelerate_minspeed);
2047 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2048 Cvar_RegisterVariable(&m_accelerate_filter);
2050 Cvar_RegisterVariable(&cl_netfps);
2051 Cvar_RegisterVariable(&cl_netrepeatinput);
2052 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2054 Cvar_RegisterVariable(&cl_nodelta);