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...
304 void IN_CycleWeapon (void)
308 qboolean found = false;
312 Con_Printf("bestweapon requires 1 or more parameters\n");
315 for (i = 1;i < Cmd_Argc();i++)
318 // figure out which weapon this character refers to
319 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321 if (!strcmp(in_bestweapon_info[n].name, t))
323 // we found out what weapon this character refers to
324 // check if the inventory contains the weapon and enough ammo
325 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327 // we found one of the weapons the player wanted
332 in_impulse = in_bestweapon_info[n].impulse;
335 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
341 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
345 in_impulse = in_bestweapon_info[first].impulse;
348 // if we couldn't find any of the weapons, there's nothing more we can do...
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
361 float CL_KeyState (kbutton_t *key)
364 qboolean impulsedown, impulseup, down;
366 impulsedown = key->state & 2;
367 impulseup = key->state & 4;
368 down = key->state & 1;
371 if (impulsedown && !impulseup)
374 val = 0.5; // pressed and held this frame
376 val = 0; // I_Error ();
378 if (impulseup && !impulsedown)
381 val = 0; // I_Error ();
383 val = 0; // released this frame
385 if (!impulsedown && !impulseup)
388 val = 1.0; // held the entire frame
390 val = 0; // up the entire frame
392 if (impulsedown && impulseup)
395 val = 0.75; // released and re-pressed this frame
397 val = 0.25; // pressed and released this frame
400 key->state &= 1; // clear impulses
408 //==========================================================================
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 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"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 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)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 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"};
431 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)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 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"};
435 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"};
436 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)"};
437 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)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
445 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
446 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
447 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
449 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
450 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)"};
451 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)"};
453 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
455 extern cvar_t v_flipped;
461 Moves the local angle positions
464 void CL_AdjustAngles (void)
469 if (in_speed.state & 1)
470 speed = cl.realframetime * cl_anglespeedkey.value;
472 speed = cl.realframetime;
474 if (!(in_strafe.state & 1))
476 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
477 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
479 if (in_klook.state & 1)
482 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
483 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
486 up = CL_KeyState (&in_lookup);
487 down = CL_KeyState(&in_lookdown);
489 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
490 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
495 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
496 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
497 if (cl.viewangles[YAW] >= 180)
498 cl.viewangles[YAW] -= 360;
499 if (cl.viewangles[PITCH] >= 180)
500 cl.viewangles[PITCH] -= 360;
501 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
502 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
505 int cl_ignoremousemoves = 2;
511 Send the intended movement message to the server
517 static float old_mouse_x = 0, old_mouse_y = 0;
519 // clamp before the move to prevent starting with bad angles
522 if(v_flipped.integer)
523 cl.viewangles[YAW] = -cl.viewangles[YAW];
525 // reset some of the command fields
526 cl.cmd.forwardmove = 0;
530 // get basic movement from keyboard
531 if (in_strafe.state & 1)
533 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
534 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
537 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
538 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
540 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
541 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
543 if (! (in_klook.state & 1) )
545 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
546 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
549 // adjust for speed key
550 if (in_speed.state & 1)
552 cl.cmd.forwardmove *= cl_movespeedkey.value;
553 cl.cmd.sidemove *= cl_movespeedkey.value;
554 cl.cmd.upmove *= cl_movespeedkey.value;
557 // allow mice or other external controllers to add to the move
560 // apply m_accelerate if it is on
561 if(m_accelerate.value > 1)
563 static float averagespeed = 0;
564 float speed, f, mi, ma;
566 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
567 if(m_accelerate_filter.value > 0)
568 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
571 averagespeed = speed * f + averagespeed * (1 - f);
573 mi = max(1, m_accelerate_minspeed.value);
574 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
576 if(averagespeed <= mi)
580 else if(averagespeed >= ma)
582 f = m_accelerate.value;
587 f = log(averagespeed);
594 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
601 // apply m_filter if it is on
604 if (m_filter.integer)
606 in_mouse_x = (mx + old_mouse_x) * 0.5;
607 in_mouse_y = (my + old_mouse_y) * 0.5;
612 // ignore a mouse move if mouse was activated/deactivated this frame
613 if (cl_ignoremousemoves)
615 cl_ignoremousemoves--;
616 in_mouse_x = old_mouse_x = 0;
617 in_mouse_y = old_mouse_y = 0;
620 // if not in menu, apply mouse move to viewangles/movement
621 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
623 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
624 if (cl_prydoncursor.integer)
626 // mouse interacting with the scene, mostly stationary view
628 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
629 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
631 else if (in_strafe.state & 1)
633 // strafing mode, all looking is movement
635 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
636 if (noclip_anglehack)
637 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
639 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
641 else if ((in_mlook.state & 1) || freelook.integer)
643 // mouselook, lookstrafe causes turning to become strafing
645 if (lookstrafe.integer)
646 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
648 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
649 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
653 // non-mouselook, yaw turning and forward/back movement
654 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
655 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
658 else // don't pitch drift when csqc is controlling the mouse
661 if(v_flipped.integer)
663 cl.viewangles[YAW] = -cl.viewangles[YAW];
664 cl.cmd.sidemove = -cl.cmd.sidemove;
667 // clamp after the move to prevent rendering with bad angles
671 #include "cl_collision.h"
673 void CL_UpdatePrydonCursor(void)
677 if (!cl_prydoncursor.integer)
678 VectorClear(cl.cmd.cursor_screen);
681 if (cl.cmd.cursor_screen[0] < -1)
683 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
684 cl.cmd.cursor_screen[0] = -1;
686 if (cl.cmd.cursor_screen[0] > 1)
688 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
689 cl.cmd.cursor_screen[0] = 1;
691 if (cl.cmd.cursor_screen[1] < -1)
693 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
694 cl.cmd.cursor_screen[1] = -1;
696 if (cl.cmd.cursor_screen[1] > 1)
698 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
699 cl.cmd.cursor_screen[1] = 1;
702 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
703 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
704 cl.cmd.cursor_screen[2] = 1;
706 // calculate current view matrix
707 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
708 // calculate direction vector of cursor in viewspace by using frustum slopes
709 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);
710 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
711 // trace from view origin to the cursor
712 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);
715 typedef enum waterlevel_e
724 typedef struct cl_clientmovement_state_s
729 // current bounding box (different if crouched vs standing)
732 // currently on the ground
734 // currently crouching
736 // what kind of water (SUPERCONTENTS_LAVA for instance)
739 waterlevel_t waterlevel;
740 // weird hacks when jumping out of water
741 // (this is in seconds and counts down to 0)
747 cl_clientmovement_state_t;
749 #define NUMOFFSETS 27
750 static vec3_t offsets[NUMOFFSETS] =
752 // 1 no nudge (just return the original if this test passes)
753 { 0.000, 0.000, 0.000},
755 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
756 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
757 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
758 // 4 diagonal flat nudges
759 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
760 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
761 // 8 diagonal upward nudges
762 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
763 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
764 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
765 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
766 // 8 diagonal downward nudges
767 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
768 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
769 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
770 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
773 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
777 for (i = 0;i < NUMOFFSETS;i++)
779 VectorAdd(offsets[i], s->origin, neworigin);
780 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
782 VectorCopy(neworigin, s->origin);
786 // if all offsets failed, give up
790 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
792 vec3_t origin1, origin2;
795 // make sure player is not stuck
796 CL_ClientMovement_Unstick(s);
801 // wants to crouch, this always works..
807 // wants to stand, if currently crouching we need to check for a
811 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
812 if (!trace.startsolid)
818 VectorCopy(cl.playercrouchmins, s->mins);
819 VectorCopy(cl.playercrouchmaxs, s->maxs);
823 VectorCopy(cl.playerstandmins, s->mins);
824 VectorCopy(cl.playerstandmaxs, s->maxs);
828 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
829 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
830 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
831 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
833 // set watertype/waterlevel
834 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
835 s->waterlevel = WATERLEVEL_NONE;
836 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
839 s->waterlevel = WATERLEVEL_WETFEET;
840 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
841 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
843 s->waterlevel = WATERLEVEL_SWIMMING;
844 origin1[2] = s->origin[2] + 22;
845 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
846 s->waterlevel = WATERLEVEL_SUBMERGED;
850 // water jump prediction
851 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
852 s->waterjumptime = 0;
855 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
861 vec3_t currentorigin2;
863 vec3_t primalvelocity;
867 CL_ClientMovement_UpdateStatus(s);
868 VectorCopy(s->velocity, primalvelocity);
869 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
871 VectorMA(s->origin, t, s->velocity, neworigin);
872 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
873 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
875 // may be a step or wall, try stepping up
876 // first move forward at a higher level
877 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
878 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
879 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
880 if (!trace2.startsolid)
882 // then move down from there
883 VectorCopy(trace2.endpos, currentorigin2);
884 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
885 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
886 //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]);
887 // accept the new trace if it made some progress
888 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
891 VectorCopy(trace3.endpos, trace.endpos);
896 // check if it moved at all
897 if (trace.fraction >= 0.001)
898 VectorCopy(trace.endpos, s->origin);
900 // check if it moved all the way
901 if (trace.fraction == 1)
904 //if (trace.plane.normal[2] > 0.7)
905 // s->onground = true;
907 t -= t * trace.fraction;
909 f = DotProduct(s->velocity, trace.plane.normal);
910 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
912 if (s->waterjumptime > 0)
913 VectorCopy(primalvelocity, s->velocity);
917 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
924 // water jump only in certain situations
925 // this mimics quakeworld code
926 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
931 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
932 AngleVectors(yawangles, forward, NULL, NULL);
933 VectorMA(s->origin, 24, forward, spot);
935 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
938 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
940 VectorScale(forward, 50, s->velocity);
941 s->velocity[2] = 310;
942 s->waterjumptime = 2;
944 s->cmd.canjump = false;
949 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
951 // drift towards bottom
952 VectorSet(wishvel, 0, 0, -60);
960 // calculate movement vector
961 AngleVectors(s->cmd.viewangles, forward, right, up);
962 VectorSet(up, 0, 0, 1);
963 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
966 // split wishvel into wishspeed and wishdir
967 wishspeed = VectorLength(wishvel);
969 VectorScale(wishvel, 1 / wishspeed, wishdir);
971 VectorSet( wishdir, 0.0, 0.0, 0.0 );
972 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
977 if (s->waterjumptime <= 0)
980 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
982 VectorScale(s->velocity, f, s->velocity);
984 // water acceleration
985 f = wishspeed - DotProduct(s->velocity, wishdir);
988 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
989 VectorMA(s->velocity, f, wishdir, s->velocity);
992 // holding jump button swims upward slowly
995 if (s->watertype & SUPERCONTENTS_LAVA)
997 else if (s->watertype & SUPERCONTENTS_SLIME)
1001 if (gamemode == GAME_NEXUIZ)
1002 s->velocity[2] = 200;
1004 s->velocity[2] = 100;
1009 CL_ClientMovement_Move(s);
1012 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1014 vec_t zspeed, speed, dot, k;
1016 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1019 zspeed = s->velocity[2];
1021 speed = VectorNormalizeLength(s->velocity);
1023 dot = DotProduct(s->velocity, wishdir);
1025 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1027 if(dot > 0) { // we can't change direction while slowing down
1028 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1029 VectorNormalize(s->velocity);
1032 VectorScale(s->velocity, speed, s->velocity);
1033 s->velocity[2] = zspeed;
1036 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)
1038 vec_t vel_straight, vel_z;
1042 vel_straight = DotProduct(s->velocity, wishdir);
1043 vel_z = s->velocity[2];
1044 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1046 addspeed = wishspeed - vel_straight;
1048 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1050 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1052 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1054 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1055 s->velocity[2] += vel_z;
1058 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1060 vec3_t curvel, wishvel, acceldir, curdir;
1061 float addspeed, accelspeed, curspeed;
1064 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1065 float bunnyaccel = cl.movevars_warsowbunny_accel;
1066 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1067 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1068 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1073 VectorCopy( s->velocity, curvel );
1075 curspeed = VectorLength( curvel );
1077 if( wishspeed > curspeed * 1.01f )
1079 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1080 if( accelspeed < wishspeed )
1081 wishspeed = accelspeed;
1085 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1088 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1090 VectorScale( wishdir, wishspeed, wishvel );
1091 VectorSubtract( wishvel, curvel, acceldir );
1092 addspeed = VectorNormalizeLength( acceldir );
1094 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1095 if( accelspeed > addspeed )
1096 accelspeed = addspeed;
1098 if( backtosideratio < 1.0f )
1100 VectorNormalize2( curvel, curdir );
1101 dot = DotProduct( acceldir, curdir );
1103 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1106 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1109 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1124 // jump if on ground with jump button pressed but only if it has been
1125 // released at least once since the last jump
1128 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"
1130 s->velocity[2] += cl.movevars_jumpvelocity;
1131 s->onground = false;
1132 s->cmd.canjump = false;
1136 s->cmd.canjump = true;
1138 // calculate movement vector
1139 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1140 AngleVectors(yawangles, forward, right, up);
1141 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1143 // split wishvel into wishspeed and wishdir
1144 wishspeed = VectorLength(wishvel);
1146 VectorScale(wishvel, 1 / wishspeed, wishdir);
1148 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1149 // check if onground
1152 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1156 // apply edge friction
1157 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1160 friction = cl.movevars_friction;
1161 if (cl.movevars_edgefriction != 1)
1165 // note: QW uses the full player box for the trace, and yet still
1166 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1167 // this mimics it for compatibility
1168 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1169 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1170 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1171 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1173 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1174 if (trace.fraction == 1 && !trace.startsolid)
1175 friction *= cl.movevars_edgefriction;
1177 // apply ground friction
1178 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1180 VectorScale(s->velocity, f, s->velocity);
1182 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1185 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1186 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1188 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1189 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1191 if (VectorLength2(s->velocity))
1192 CL_ClientMovement_Move(s);
1196 if (s->waterjumptime <= 0)
1198 // apply air speed limit
1199 vec_t accel, wishspeed2, accelqw;
1200 qboolean accelerating;
1202 accelqw = cl.movevars_airaccel_qw;
1203 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1206 accel = cl.movevars_airaccelerate;
1208 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1209 wishspeed2 = wishspeed;
1212 if(cl.movevars_airstopaccelerate != 0)
1213 if(DotProduct(s->velocity, wishdir) < 0)
1214 accel = cl.movevars_airstopaccelerate;
1215 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1217 if(cl.movevars_maxairstrafespeed)
1218 if(wishspeed > cl.movevars_maxairstrafespeed)
1219 wishspeed = cl.movevars_maxairstrafespeed;
1220 if(cl.movevars_airstrafeaccelerate)
1222 accel = cl.movevars_airstrafeaccelerate;
1223 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1225 // otherwise, CPMA-style air acceleration misbehaves a lot
1226 // if partially non-QW acceleration is used (as in, strafing
1227 // would get faster than moving forward straight)
1232 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1233 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1235 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1237 if(cl.movevars_aircontrol)
1238 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1240 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1241 CL_ClientMovement_Move(s);
1245 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1247 //Con_Printf(" %f", frametime);
1249 s->cmd.canjump = true;
1250 s->waterjumptime -= s->cmd.frametime;
1251 CL_ClientMovement_UpdateStatus(s);
1252 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1253 CL_ClientMovement_Physics_Swim(s);
1255 CL_ClientMovement_Physics_Walk(s);
1258 extern cvar_t slowmo;
1259 void CL_UpdateMoveVars(void)
1261 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1264 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1266 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1267 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1268 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1269 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1270 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1271 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1272 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1273 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1274 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1275 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1276 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1277 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1278 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1279 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1280 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1281 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1282 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1283 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1284 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1285 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1286 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1287 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1288 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1289 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1290 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1291 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1292 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1296 cl.movevars_timescale = slowmo.value;
1297 cl.movevars_gravity = sv_gravity.value;
1298 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1299 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1300 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1301 cl.movevars_accelerate = cl_movement_accelerate.value;
1302 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1303 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1304 cl.movevars_friction = cl_movement_friction.value;
1305 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1306 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1307 cl.movevars_entgravity = 1;
1308 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1309 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1310 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1311 cl.movevars_stepheight = cl_movement_stepheight.value;
1312 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1313 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1314 cl.movevars_airstopaccelerate = 0;
1315 cl.movevars_airstrafeaccelerate = 0;
1316 cl.movevars_maxairstrafespeed = 0;
1317 cl.movevars_aircontrol = 0;
1318 cl.movevars_warsowbunny_airforwardaccel = 0;
1319 cl.movevars_warsowbunny_accel = 0;
1320 cl.movevars_warsowbunny_topspeed = 0;
1321 cl.movevars_warsowbunny_turnaccel = 0;
1322 cl.movevars_warsowbunny_backtosideratio = 0;
1326 void CL_ClientMovement_Replay(void)
1329 double totalmovemsec;
1330 cl_clientmovement_state_t s;
1332 if (cl.movement_predicted && !cl.movement_replay)
1335 // set up starting state for the series of moves
1336 memset(&s, 0, sizeof(s));
1337 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1338 VectorCopy(cl.mvelocity[0], s.velocity);
1339 s.crouched = true; // will be updated on first move
1340 //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]);
1343 for (i = 0;i < CL_MAX_USERCMDS;i++)
1344 if (cl.movecmd[i].sequence > cls.servermovesequence)
1345 totalmovemsec += cl.movecmd[i].msec;
1346 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);
1347 //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);
1348 if (cl.movement_predicted)
1350 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1352 // replay the input queue to predict current location
1353 // note: this relies on the fact there's always one queue item at the end
1355 // find how many are still valid
1356 for (i = 0;i < CL_MAX_USERCMDS;i++)
1357 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1359 // now walk them in oldest to newest order
1360 for (i--;i >= 0;i--)
1362 s.cmd = cl.movecmd[i];
1363 if (i < CL_MAX_USERCMDS - 1)
1364 s.cmd.canjump = cl.movecmd[i+1].canjump;
1365 // if a move is more than 50ms, do it as two moves (matching qwsv)
1366 //Con_Printf("%i ", s.cmd.msec);
1367 if (s.cmd.frametime > 0.05)
1369 s.cmd.frametime /= 2;
1370 CL_ClientMovement_PlayerMove(&s);
1372 CL_ClientMovement_PlayerMove(&s);
1373 cl.movecmd[i].canjump = s.cmd.canjump;
1379 // get the first movement queue entry to know whether to crouch and such
1380 s.cmd = cl.movecmd[0];
1382 CL_ClientMovement_UpdateStatus(&s);
1384 if (cls.demoplayback) // for bob, speedometer
1385 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1388 cl.movement_replay = false;
1389 // update the interpolation target position and velocity
1390 VectorCopy(s.origin, cl.movement_origin);
1391 VectorCopy(s.velocity, cl.movement_velocity);
1394 // update the onground flag if appropriate
1395 if (cl.movement_predicted)
1397 // when predicted we simply set the flag according to the UpdateStatus
1398 cl.onground = s.onground;
1402 // when not predicted, cl.onground is cleared by cl_parse.c each time
1403 // an update packet is received, but can be forced on here to hide
1404 // server inconsistencies in the onground flag
1405 // (which mostly occur when stepping up stairs at very high framerates
1406 // where after the step up the move continues forward and not
1407 // downward so the ground is not detected)
1409 // such onground inconsistencies can cause jittery gun bobbing and
1410 // stair smoothing, so we set onground if UpdateStatus says so
1415 // react to onground state changes (for gun bob)
1418 if (!cl.oldonground)
1419 cl.hitgroundtime = cl.movecmd[0].time;
1420 cl.lastongroundtime = cl.movecmd[0].time;
1422 cl.oldonground = cl.onground;
1425 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1430 if (to->viewangles[0] != from->viewangles[0])
1431 bits |= QW_CM_ANGLE1;
1432 if (to->viewangles[1] != from->viewangles[1])
1433 bits |= QW_CM_ANGLE2;
1434 if (to->viewangles[2] != from->viewangles[2])
1435 bits |= QW_CM_ANGLE3;
1436 if (to->forwardmove != from->forwardmove)
1437 bits |= QW_CM_FORWARD;
1438 if (to->sidemove != from->sidemove)
1440 if (to->upmove != from->upmove)
1442 if (to->buttons != from->buttons)
1443 bits |= QW_CM_BUTTONS;
1444 if (to->impulse != from->impulse)
1445 bits |= QW_CM_IMPULSE;
1447 MSG_WriteByte(buf, bits);
1448 if (bits & QW_CM_ANGLE1)
1449 MSG_WriteAngle16i(buf, to->viewangles[0]);
1450 if (bits & QW_CM_ANGLE2)
1451 MSG_WriteAngle16i(buf, to->viewangles[1]);
1452 if (bits & QW_CM_ANGLE3)
1453 MSG_WriteAngle16i(buf, to->viewangles[2]);
1454 if (bits & QW_CM_FORWARD)
1455 MSG_WriteShort(buf, (short) to->forwardmove);
1456 if (bits & QW_CM_SIDE)
1457 MSG_WriteShort(buf, (short) to->sidemove);
1458 if (bits & QW_CM_UP)
1459 MSG_WriteShort(buf, (short) to->upmove);
1460 if (bits & QW_CM_BUTTONS)
1461 MSG_WriteByte(buf, to->buttons);
1462 if (bits & QW_CM_IMPULSE)
1463 MSG_WriteByte(buf, to->impulse);
1464 MSG_WriteByte(buf, to->msec);
1472 usercmd_t nullcmd; // for delta compression of qw moves
1473 void CL_SendMove(void)
1475 int i, j, packetloss;
1481 unsigned char data[1024];
1485 // if playing a demo, do nothing
1489 // we build up cl.movecmd[0] and then decide whether to send or not
1490 // the prediction code will use this command even though it has not been
1492 cl.cmd.time = cl.time;
1493 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1496 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1498 if (in_attack.state & 3) bits |= 1;
1499 if (in_jump.state & 3) bits |= 2;
1500 if (in_button3.state & 3) bits |= 4;
1501 if (in_button4.state & 3) bits |= 8;
1502 if (in_button5.state & 3) bits |= 16;
1503 if (in_button6.state & 3) bits |= 32;
1504 if (in_button7.state & 3) bits |= 64;
1505 if (in_button8.state & 3) bits |= 128;
1506 if (in_use.state & 3) bits |= 256;
1507 if (key_dest != key_game || key_consoleactive) bits |= 512;
1508 if (cl_prydoncursor.integer) bits |= 1024;
1509 if (in_button9.state & 3) bits |= 2048;
1510 if (in_button10.state & 3) bits |= 4096;
1511 if (in_button11.state & 3) bits |= 8192;
1512 if (in_button12.state & 3) bits |= 16384;
1513 if (in_button13.state & 3) bits |= 32768;
1514 if (in_button14.state & 3) bits |= 65536;
1515 if (in_button15.state & 3) bits |= 131072;
1516 if (in_button16.state & 3) bits |= 262144;
1517 // button bits 19-31 unused currently
1518 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1519 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1520 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1521 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1522 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1524 // set buttons and impulse
1525 cl.cmd.buttons = bits;
1526 cl.cmd.impulse = in_impulse;
1529 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1531 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1532 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1533 // ridiculous value rejection (matches qw)
1534 if (cl.cmd.msec > 250)
1536 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1538 cl.cmd.predicted = cl_movement.integer;
1540 // movement is set by input code (forwardmove/sidemove/upmove)
1541 // always dump the first two moves, because they may contain leftover inputs from the last level
1542 if (cl.cmd.sequence <= 2)
1543 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1545 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1547 switch (cls.protocol)
1549 case PROTOCOL_QUAKEWORLD:
1550 case PROTOCOL_QUAKE:
1551 case PROTOCOL_QUAKEDP:
1552 case PROTOCOL_NEHAHRAMOVIE:
1553 case PROTOCOL_NEHAHRABJP:
1554 case PROTOCOL_NEHAHRABJP2:
1555 case PROTOCOL_NEHAHRABJP3:
1556 case PROTOCOL_DARKPLACES1:
1557 case PROTOCOL_DARKPLACES2:
1558 case PROTOCOL_DARKPLACES3:
1559 case PROTOCOL_DARKPLACES4:
1560 case PROTOCOL_DARKPLACES5:
1562 case PROTOCOL_DARKPLACES6:
1563 case PROTOCOL_DARKPLACES7:
1564 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1565 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1567 case PROTOCOL_UNKNOWN:
1571 cl.movecmd[0] = cl.cmd;
1573 // don't predict more than 200fps
1574 if (realtime >= cl.lastpackettime + 0.005)
1575 cl.movement_replay = true; // redo the prediction
1577 // now decide whether to actually send this move
1578 // (otherwise it is only for prediction)
1580 // don't send too often or else network connections can get clogged by a
1581 // high renderer framerate
1582 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1583 // send input every frame in singleplayer
1586 // always send if buttons changed or an impulse is pending
1587 // even if it violates the rate limit!
1588 if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1590 // don't choke the connection with packets (obey rate limit)
1591 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1593 // don't send too often (cl_netfps)
1594 if (realtime < cl.lastpackettime + packettime)
1597 // try to round off the lastpackettime to a multiple of the packet interval
1598 // (this causes it to emit packets at a steady beat)
1600 cl.lastpackettime = floor(realtime / packettime) * packettime;
1602 cl.lastpackettime = realtime;
1604 buf.maxsize = sizeof(data);
1608 // send the movement message
1609 // PROTOCOL_QUAKE clc_move = 16 bytes total
1610 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1611 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1612 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1613 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1614 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1615 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1616 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1617 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1618 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1619 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1621 // set prydon cursor info
1622 CL_UpdatePrydonCursor();
1624 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1626 switch (cls.protocol)
1628 case PROTOCOL_QUAKEWORLD:
1629 MSG_WriteByte(&buf, qw_clc_move);
1630 // save the position for a checksum byte
1631 checksumindex = buf.cursize;
1632 MSG_WriteByte(&buf, 0);
1633 // packet loss percentage
1634 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1635 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1637 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1638 MSG_WriteByte(&buf, packetloss);
1639 // write most recent 3 moves
1640 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1641 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1642 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1643 // calculate the checksum
1644 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1645 // if delta compression history overflows, request no delta
1646 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1647 cl.qw_validsequence = 0;
1648 // request delta compression if appropriate
1649 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1651 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1652 MSG_WriteByte(&buf, qw_clc_delta);
1653 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1656 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1658 case PROTOCOL_QUAKE:
1659 case PROTOCOL_QUAKEDP:
1660 case PROTOCOL_NEHAHRAMOVIE:
1661 case PROTOCOL_NEHAHRABJP:
1662 case PROTOCOL_NEHAHRABJP2:
1663 case PROTOCOL_NEHAHRABJP3:
1665 MSG_WriteByte (&buf, clc_move);
1666 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1668 for (i = 0;i < 3;i++)
1669 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1671 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1672 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1673 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1675 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1676 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1678 case PROTOCOL_DARKPLACES2:
1679 case PROTOCOL_DARKPLACES3:
1681 MSG_WriteByte (&buf, clc_move);
1682 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1684 for (i = 0;i < 3;i++)
1685 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1687 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1688 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1689 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1691 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1692 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1694 case PROTOCOL_DARKPLACES1:
1695 case PROTOCOL_DARKPLACES4:
1696 case PROTOCOL_DARKPLACES5:
1698 MSG_WriteByte (&buf, clc_move);
1699 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1701 for (i = 0;i < 3;i++)
1702 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1704 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1705 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1706 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1708 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1709 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1710 case PROTOCOL_DARKPLACES6:
1711 case PROTOCOL_DARKPLACES7:
1712 // set the maxusercmds variable to limit how many should be sent
1713 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1714 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1715 if (!cl.cmd.predicted)
1718 // send the latest moves in order, the old ones will be
1719 // ignored by the server harmlessly, however if the previous
1720 // packets were lost these moves will be used
1722 // this reduces packet loss impact on gameplay.
1723 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1725 // don't repeat any stale moves
1726 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1729 MSG_WriteByte (&buf, clc_move);
1730 if (cls.protocol != PROTOCOL_DARKPLACES6)
1731 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1732 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1734 for (i = 0;i < 3;i++)
1735 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1737 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1738 MSG_WriteCoord16i (&buf, cmd->sidemove);
1739 MSG_WriteCoord16i (&buf, cmd->upmove);
1741 MSG_WriteLong (&buf, cmd->buttons);
1742 MSG_WriteByte (&buf, cmd->impulse);
1743 // PRYDON_CLIENTCURSOR
1745 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1746 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1747 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1748 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1749 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1750 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1751 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1752 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1753 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1756 case PROTOCOL_UNKNOWN:
1761 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1763 // ack the last few frame numbers
1764 // (redundent to improve handling of client->server packet loss)
1765 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1766 for (i = 0;i < LATESTFRAMENUMS;i++)
1768 if (cl.latestframenums[i] > 0)
1770 if (developer_networkentities.integer >= 10)
1771 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1772 MSG_WriteByte(&buf, clc_ackframe);
1773 MSG_WriteLong(&buf, cl.latestframenums[i]);
1778 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1779 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1781 // acknowledge any recently received data blocks
1782 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1784 MSG_WriteByte(&buf, clc_ackdownloaddata);
1785 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1786 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1787 cls.dp_downloadack[i].start = 0;
1788 cls.dp_downloadack[i].size = 0;
1791 // send the reliable message (forwarded commands) if there is one
1792 if (buf.cursize || cls.netcon->message.cursize)
1793 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1795 // update the cl.movecmd array which holds the most recent moves,
1796 // because we now need a new slot for the next input
1797 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1798 cl.movecmd[i] = cl.movecmd[i-1];
1799 cl.movecmd[0].msec = 0;
1800 cl.movecmd[0].frametime = 0;
1802 // clear button 'click' states
1803 in_attack.state &= ~2;
1804 in_jump.state &= ~2;
1805 in_button3.state &= ~2;
1806 in_button4.state &= ~2;
1807 in_button5.state &= ~2;
1808 in_button6.state &= ~2;
1809 in_button7.state &= ~2;
1810 in_button8.state &= ~2;
1812 in_button9.state &= ~2;
1813 in_button10.state &= ~2;
1814 in_button11.state &= ~2;
1815 in_button12.state &= ~2;
1816 in_button13.state &= ~2;
1817 in_button14.state &= ~2;
1818 in_button15.state &= ~2;
1819 in_button16.state &= ~2;
1823 if (cls.netcon->message.overflowed)
1825 Con_Print("CL_SendMove: lost server connection\n");
1827 Host_ShutdownServer();
1836 void CL_InitInput (void)
1838 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1839 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1840 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1841 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1842 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1843 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1844 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1845 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1846 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1847 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1848 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1849 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1850 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1851 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1852 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1853 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1854 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1855 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1856 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1857 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1858 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1859 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1860 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1861 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1862 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1863 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1864 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1865 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1866 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1867 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1868 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1869 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1870 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1872 // LordHavoc: added use button
1873 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1874 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1876 // LordHavoc: added 6 new buttons
1877 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1878 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1879 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1880 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1881 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1882 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1883 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1884 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1885 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1886 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1887 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1888 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1889 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1890 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1891 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1892 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1893 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1894 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1895 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1896 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1897 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1898 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1899 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1900 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1901 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1902 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1903 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1904 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1906 // LordHavoc: added bestweapon command
1907 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)");
1908 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");
1909 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1911 Cvar_RegisterVariable(&cl_movement);
1912 Cvar_RegisterVariable(&cl_movement_minping);
1913 Cvar_RegisterVariable(&cl_movement_track_canjump);
1914 Cvar_RegisterVariable(&cl_movement_maxspeed);
1915 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1916 Cvar_RegisterVariable(&cl_movement_stopspeed);
1917 Cvar_RegisterVariable(&cl_movement_friction);
1918 Cvar_RegisterVariable(&cl_movement_wallfriction);
1919 Cvar_RegisterVariable(&cl_movement_waterfriction);
1920 Cvar_RegisterVariable(&cl_movement_edgefriction);
1921 Cvar_RegisterVariable(&cl_movement_stepheight);
1922 Cvar_RegisterVariable(&cl_movement_accelerate);
1923 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1924 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1925 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1926 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1927 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1929 Cvar_RegisterVariable(&in_pitch_min);
1930 Cvar_RegisterVariable(&in_pitch_max);
1931 Cvar_RegisterVariable(&m_filter);
1932 Cvar_RegisterVariable(&m_accelerate);
1933 Cvar_RegisterVariable(&m_accelerate_minspeed);
1934 Cvar_RegisterVariable(&m_accelerate_maxspeed);
1935 Cvar_RegisterVariable(&m_accelerate_filter);
1937 Cvar_RegisterVariable(&cl_netfps);
1938 Cvar_RegisterVariable(&cl_netrepeatinput);
1939 Cvar_RegisterVariable(&cl_netimmediatebuttons);
1941 Cvar_RegisterVariable(&cl_nodelta);