2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
305 void IN_CycleWeapon (void)
309 qboolean found = false;
313 Con_Printf("bestweapon requires 1 or more parameters\n");
316 for (i = 1;i < Cmd_Argc();i++)
319 // figure out which weapon this character refers to
320 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 if (!strcmp(in_bestweapon_info[n].name, t))
324 // we found out what weapon this character refers to
325 // check if the inventory contains the weapon and enough ammo
326 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 // we found one of the weapons the player wanted
333 in_impulse = in_bestweapon_info[n].impulse;
336 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
342 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
346 in_impulse = in_bestweapon_info[first].impulse;
349 // if we couldn't find any of the weapons, there's nothing more we can do...
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
363 float CL_KeyState (kbutton_t *key)
366 qboolean impulsedown, impulseup, down;
368 impulsedown = (key->state & 2) != 0;
369 impulseup = (key->state & 4) != 0;
370 down = (key->state & 1) != 0;
373 if (impulsedown && !impulseup)
376 val = 0.5; // pressed and held this frame
378 val = 0; // I_Error ();
380 if (impulseup && !impulsedown)
383 val = 0; // I_Error ();
385 val = 0; // released this frame
387 if (!impulsedown && !impulseup)
390 val = 1.0; // held the entire frame
392 val = 0; // up the entire frame
394 if (impulsedown && impulseup)
397 val = 0.75; // released and re-pressed this frame
399 val = 0.25; // pressed and released this frame
402 key->state &= 1; // clear impulses
410 //==========================================================================
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
435 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
439 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
454 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
455 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459 extern cvar_t v_flipped;
465 Moves the local angle positions
468 void CL_AdjustAngles (void)
473 if (in_speed.state & 1)
474 speed = cl.realframetime * cl_anglespeedkey.value;
476 speed = cl.realframetime;
478 if (!(in_strafe.state & 1))
480 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
483 if (in_klook.state & 1)
486 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
490 up = CL_KeyState (&in_lookup);
491 down = CL_KeyState(&in_lookdown);
493 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501 if (cl.viewangles[YAW] >= 180)
502 cl.viewangles[YAW] -= 360;
503 if (cl.viewangles[PITCH] >= 180)
504 cl.viewangles[PITCH] -= 360;
505 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
509 int cl_ignoremousemoves = 2;
515 Send the intended movement message to the server
521 static float old_mouse_x = 0, old_mouse_y = 0;
523 // clamp before the move to prevent starting with bad angles
526 if(v_flipped.integer)
527 cl.viewangles[YAW] = -cl.viewangles[YAW];
529 // reset some of the command fields
530 cl.cmd.forwardmove = 0;
534 // get basic movement from keyboard
535 if (in_strafe.state & 1)
537 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
544 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
547 if (! (in_klook.state & 1) )
549 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
553 // adjust for speed key
554 if (in_speed.state & 1)
556 cl.cmd.forwardmove *= cl_movespeedkey.value;
557 cl.cmd.sidemove *= cl_movespeedkey.value;
558 cl.cmd.upmove *= cl_movespeedkey.value;
561 // allow mice or other external controllers to add to the move
564 // apply m_accelerate if it is on
565 if(m_accelerate.value > 1)
567 static float averagespeed = 0;
568 float speed, f, mi, ma;
570 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571 if(m_accelerate_filter.value > 0)
572 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
575 averagespeed = speed * f + averagespeed * (1 - f);
577 mi = max(1, m_accelerate_minspeed.value);
578 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
580 if(averagespeed <= mi)
584 else if(averagespeed >= ma)
586 f = m_accelerate.value;
591 f = log(averagespeed);
598 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
605 // apply m_filter if it is on
608 if (m_filter.integer)
610 in_mouse_x = (mx + old_mouse_x) * 0.5;
611 in_mouse_y = (my + old_mouse_y) * 0.5;
616 // ignore a mouse move if mouse was activated/deactivated this frame
617 if (cl_ignoremousemoves)
619 cl_ignoremousemoves--;
620 in_mouse_x = old_mouse_x = 0;
621 in_mouse_y = old_mouse_y = 0;
624 // if not in menu, apply mouse move to viewangles/movement
625 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
627 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628 if (cl_prydoncursor.integer > 0)
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 <= 0)
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 if (cl_prydoncursor_notrace.integer)
783 cl.cmd.cursor_fraction = 1.0f;
784 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785 VectorClear(cl.cmd.cursor_normal);
786 cl.cmd.cursor_entitynumber = 0;
789 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);
792 typedef enum waterlevel_e
801 typedef struct cl_clientmovement_state_s
806 // current bounding box (different if crouched vs standing)
809 // currently on the ground
811 // currently crouching
813 // what kind of water (SUPERCONTENTS_LAVA for instance)
816 waterlevel_t waterlevel;
817 // weird hacks when jumping out of water
818 // (this is in seconds and counts down to 0)
824 cl_clientmovement_state_t;
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
829 // 1 no nudge (just return the original if this test passes)
830 { 0.000, 0.000, 0.000},
832 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
833 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
834 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
835 // 4 diagonal flat nudges
836 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
837 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
838 // 8 diagonal upward nudges
839 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
840 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
841 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
842 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
843 // 8 diagonal downward nudges
844 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
845 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
846 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
854 for (i = 0;i < NUMOFFSETS;i++)
856 VectorAdd(offsets[i], s->origin, neworigin);
857 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
859 VectorCopy(neworigin, s->origin);
863 // if all offsets failed, give up
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
869 vec3_t origin1, origin2;
872 // make sure player is not stuck
873 CL_ClientMovement_Unstick(s);
878 // wants to crouch, this always works..
884 // wants to stand, if currently crouching we need to check for a
888 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889 if (!trace.startsolid)
895 VectorCopy(cl.playercrouchmins, s->mins);
896 VectorCopy(cl.playercrouchmaxs, s->maxs);
900 VectorCopy(cl.playerstandmins, s->mins);
901 VectorCopy(cl.playerstandmaxs, s->maxs);
905 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
910 // set watertype/waterlevel
911 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912 s->waterlevel = WATERLEVEL_NONE;
913 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
916 s->waterlevel = WATERLEVEL_WETFEET;
917 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
920 s->waterlevel = WATERLEVEL_SWIMMING;
921 origin1[2] = s->origin[2] + 22;
922 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923 s->waterlevel = WATERLEVEL_SUBMERGED;
927 // water jump prediction
928 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929 s->waterjumptime = 0;
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
938 vec3_t currentorigin2;
940 vec3_t primalvelocity;
944 CL_ClientMovement_UpdateStatus(s);
945 VectorCopy(s->velocity, primalvelocity);
946 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
948 VectorMA(s->origin, t, s->velocity, neworigin);
949 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
952 // may be a step or wall, try stepping up
953 // first move forward at a higher level
954 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957 if (!trace2.startsolid)
959 // then move down from there
960 VectorCopy(trace2.endpos, currentorigin2);
961 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963 //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]);
964 // accept the new trace if it made some progress
965 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
968 VectorCopy(trace3.endpos, trace.endpos);
973 // check if it moved at all
974 if (trace.fraction >= 0.001)
975 VectorCopy(trace.endpos, s->origin);
977 // check if it moved all the way
978 if (trace.fraction == 1)
981 //if (trace.plane.normal[2] > 0.7)
982 // s->onground = true;
984 t -= t * trace.fraction;
986 f = DotProduct(s->velocity, trace.plane.normal);
987 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
989 if (s->waterjumptime > 0)
990 VectorCopy(primalvelocity, s->velocity);
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1001 // water jump only in certain situations
1002 // this mimics quakeworld code
1003 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1008 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009 AngleVectors(yawangles, forward, NULL, NULL);
1010 VectorMA(s->origin, 24, forward, spot);
1012 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1015 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1017 VectorScale(forward, 50, s->velocity);
1018 s->velocity[2] = 310;
1019 s->waterjumptime = 2;
1020 s->onground = false;
1021 s->cmd.canjump = false;
1026 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1028 // drift towards bottom
1029 VectorSet(wishvel, 0, 0, -60);
1037 // calculate movement vector
1038 AngleVectors(s->cmd.viewangles, forward, right, up);
1039 VectorSet(up, 0, 0, 1);
1040 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1043 // split wishvel into wishspeed and wishdir
1044 wishspeed = VectorLength(wishvel);
1046 VectorScale(wishvel, 1 / wishspeed, wishdir);
1048 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1054 if (s->waterjumptime <= 0)
1057 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1059 VectorScale(s->velocity, f, s->velocity);
1061 // water acceleration
1062 f = wishspeed - DotProduct(s->velocity, wishdir);
1065 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066 VectorMA(s->velocity, f, wishdir, s->velocity);
1069 // holding jump button swims upward slowly
1072 if (s->watertype & SUPERCONTENTS_LAVA)
1073 s->velocity[2] = 50;
1074 else if (s->watertype & SUPERCONTENTS_SLIME)
1075 s->velocity[2] = 80;
1078 if (gamemode == GAME_NEXUIZ)
1079 s->velocity[2] = 200;
1081 s->velocity[2] = 100;
1086 CL_ClientMovement_Move(s);
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1091 if(forward == 0 && side == 0)
1092 return 0; // avoid division by zero
1093 angle -= RAD2DEG(atan2(side, forward));
1094 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1099 return 1 - fabs(angle);
1102 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1104 vec_t zspeed, speed, dot, k;
1107 // this doesn't play well with analog input
1108 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1112 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1117 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1119 zspeed = s->velocity[2];
1121 speed = VectorNormalizeLength(s->velocity);
1123 dot = DotProduct(s->velocity, wishdir);
1124 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1126 if(dot > 0) { // we can't change direction while slowing down
1127 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1128 VectorNormalize(s->velocity);
1131 VectorScale(s->velocity, speed, s->velocity);
1132 s->velocity[2] = zspeed;
1135 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric)
1142 vec_t vel_xy_current;
1143 vec_t vel_xy_backward, vel_xy_forward;
1144 qboolean speedclamp;
1146 speedclamp = (accelqw < 0);
1150 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1151 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1153 vel_straight = DotProduct(s->velocity, wishdir);
1154 vel_z = s->velocity[2];
1155 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1156 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1158 step = accel * s->cmd.frametime * wishspeed0;
1160 vel_xy_current = VectorLength(vel_xy);
1161 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1162 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1163 if(vel_xy_backward < 0)
1164 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1166 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1168 if(sidefric < 0 && VectorLength2(vel_perpend))
1169 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1172 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1173 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1175 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1176 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1177 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1178 // obviously, this cannot be
1180 VectorScale(vel_perpend, f, vel_perpend);
1184 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1188 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1190 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1194 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1195 if(vel_xy_current > 0) // prevent division by zero
1197 VectorNormalize(s->velocity);
1198 VectorScale(s->velocity, vel_xy_current, s->velocity);
1202 s->velocity[2] += vel_z;
1205 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1207 vec3_t curvel, wishvel, acceldir, curdir;
1208 float addspeed, accelspeed, curspeed;
1211 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1212 float bunnyaccel = cl.movevars_warsowbunny_accel;
1213 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1214 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1215 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1220 VectorCopy( s->velocity, curvel );
1222 curspeed = VectorLength( curvel );
1224 if( wishspeed > curspeed * 1.01f )
1226 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1227 if( accelspeed < wishspeed )
1228 wishspeed = accelspeed;
1232 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1235 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1237 VectorScale( wishdir, wishspeed, wishvel );
1238 VectorSubtract( wishvel, curvel, acceldir );
1239 addspeed = VectorNormalizeLength( acceldir );
1241 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1242 if( accelspeed > addspeed )
1243 accelspeed = addspeed;
1245 if( backtosideratio < 1.0f )
1247 VectorNormalize2( curvel, curdir );
1248 dot = DotProduct( acceldir, curdir );
1250 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1253 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1256 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1271 // jump if on ground with jump button pressed but only if it has been
1272 // released at least once since the last jump
1275 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"
1277 s->velocity[2] += cl.movevars_jumpvelocity;
1278 s->onground = false;
1279 s->cmd.canjump = false;
1283 s->cmd.canjump = true;
1285 // calculate movement vector
1286 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1287 AngleVectors(yawangles, forward, right, up);
1288 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1290 // split wishvel into wishspeed and wishdir
1291 wishspeed = VectorLength(wishvel);
1293 VectorScale(wishvel, 1 / wishspeed, wishdir);
1295 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1296 // check if onground
1299 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1303 // apply edge friction
1304 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1307 friction = cl.movevars_friction;
1308 if (cl.movevars_edgefriction != 1)
1312 // note: QW uses the full player box for the trace, and yet still
1313 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1314 // this mimics it for compatibility
1315 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1316 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1317 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1318 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1320 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1321 if (trace.fraction == 1 && !trace.startsolid)
1322 friction *= cl.movevars_edgefriction;
1324 // apply ground friction
1325 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1327 VectorScale(s->velocity, f, s->velocity);
1329 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1332 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1333 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1335 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1336 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1338 if (VectorLength2(s->velocity))
1339 CL_ClientMovement_Move(s);
1343 if (s->waterjumptime <= 0)
1345 // apply air speed limit
1346 vec_t accel, wishspeed0, wishspeed2, accelqw;
1347 qboolean accelerating;
1349 accelqw = cl.movevars_airaccel_qw;
1350 wishspeed0 = wishspeed;
1351 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1354 accel = cl.movevars_airaccelerate;
1356 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1357 wishspeed2 = wishspeed;
1360 if(cl.movevars_airstopaccelerate != 0)
1361 if(DotProduct(s->velocity, wishdir) < 0)
1362 accel = cl.movevars_airstopaccelerate;
1363 // this doesn't play well with analog input, but can't really be
1364 // fixed like the AirControl can. So, don't set the maxairstrafe*
1365 // cvars when you want to support analog input.
1366 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1368 if(cl.movevars_maxairstrafespeed)
1370 if(wishspeed > cl.movevars_maxairstrafespeed)
1371 wishspeed = cl.movevars_maxairstrafespeed;
1372 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1374 // otherwise, CPMA-style air acceleration misbehaves a lot
1375 // if partially non-QW acceleration is used (as in, strafing
1376 // would get faster than moving forward straight)
1378 if(cl.movevars_airstrafeaccelerate)
1380 accel = cl.movevars_airstrafeaccelerate;
1381 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1383 // otherwise, CPMA-style air acceleration misbehaves a lot
1384 // if partially non-QW acceleration is used (as in, strafing
1385 // would get faster than moving forward straight)
1390 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1391 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1393 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1395 if(cl.movevars_aircontrol)
1396 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1398 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1399 CL_ClientMovement_Move(s);
1403 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1405 //Con_Printf(" %f", frametime);
1407 s->cmd.canjump = true;
1408 s->waterjumptime -= s->cmd.frametime;
1409 CL_ClientMovement_UpdateStatus(s);
1410 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1411 CL_ClientMovement_Physics_Swim(s);
1413 CL_ClientMovement_Physics_Walk(s);
1416 extern cvar_t slowmo;
1417 void CL_UpdateMoveVars(void)
1419 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1423 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1425 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1426 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1427 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1428 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1429 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1430 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1431 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1432 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1433 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1434 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1435 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1436 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1437 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1438 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1439 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1440 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1441 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1442 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1443 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1444 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1445 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1446 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1447 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1448 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1449 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1450 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1451 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1452 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1453 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1458 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1459 cl.movevars_timescale = slowmo.value;
1460 cl.movevars_gravity = sv_gravity.value;
1461 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1462 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1463 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1464 cl.movevars_accelerate = cl_movement_accelerate.value;
1465 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1466 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1467 cl.movevars_friction = cl_movement_friction.value;
1468 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1469 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1470 cl.movevars_entgravity = 1;
1471 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1472 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1473 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1474 cl.movevars_stepheight = cl_movement_stepheight.value;
1475 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1476 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1477 cl.movevars_airstopaccelerate = 0;
1478 cl.movevars_airstrafeaccelerate = 0;
1479 cl.movevars_maxairstrafespeed = 0;
1480 cl.movevars_aircontrol = 0;
1481 cl.movevars_warsowbunny_airforwardaccel = 0;
1482 cl.movevars_warsowbunny_accel = 0;
1483 cl.movevars_warsowbunny_topspeed = 0;
1484 cl.movevars_warsowbunny_turnaccel = 0;
1485 cl.movevars_warsowbunny_backtosideratio = 0;
1488 if(!(cl.moveflags & MOVEFLAG_VALID))
1490 if(gamemode == GAME_NEXUIZ)
1491 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1495 void CL_ClientMovement_Replay(void)
1498 double totalmovemsec;
1499 cl_clientmovement_state_t s;
1501 if (cl.movement_predicted && !cl.movement_replay)
1504 // set up starting state for the series of moves
1505 memset(&s, 0, sizeof(s));
1506 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1507 VectorCopy(cl.mvelocity[0], s.velocity);
1508 s.crouched = true; // will be updated on first move
1509 //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]);
1512 for (i = 0;i < CL_MAX_USERCMDS;i++)
1513 if (cl.movecmd[i].sequence > cls.servermovesequence)
1514 totalmovemsec += cl.movecmd[i].msec;
1515 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);
1516 //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);
1517 if (cl.movement_predicted)
1519 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1521 // replay the input queue to predict current location
1522 // note: this relies on the fact there's always one queue item at the end
1524 // find how many are still valid
1525 for (i = 0;i < CL_MAX_USERCMDS;i++)
1526 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1528 // now walk them in oldest to newest order
1529 for (i--;i >= 0;i--)
1531 s.cmd = cl.movecmd[i];
1532 if (i < CL_MAX_USERCMDS - 1)
1533 s.cmd.canjump = cl.movecmd[i+1].canjump;
1534 // if a move is more than 50ms, do it as two moves (matching qwsv)
1535 //Con_Printf("%i ", s.cmd.msec);
1536 if(s.cmd.frametime > 0.0005)
1538 if (s.cmd.frametime > 0.05)
1540 s.cmd.frametime /= 2;
1541 CL_ClientMovement_PlayerMove(&s);
1543 CL_ClientMovement_PlayerMove(&s);
1544 cl.movecmd[i].canjump = s.cmd.canjump;
1548 CL_ClientMovement_UpdateStatus(&s);
1552 // get the first movement queue entry to know whether to crouch and such
1553 s.cmd = cl.movecmd[0];
1556 if (cls.demoplayback) // for bob, speedometer
1557 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1560 cl.movement_replay = false;
1561 // update the interpolation target position and velocity
1562 VectorCopy(s.origin, cl.movement_origin);
1563 VectorCopy(s.velocity, cl.movement_velocity);
1566 // update the onground flag if appropriate
1567 if (cl.movement_predicted)
1569 // when predicted we simply set the flag according to the UpdateStatus
1570 cl.onground = s.onground;
1574 // when not predicted, cl.onground is cleared by cl_parse.c each time
1575 // an update packet is received, but can be forced on here to hide
1576 // server inconsistencies in the onground flag
1577 // (which mostly occur when stepping up stairs at very high framerates
1578 // where after the step up the move continues forward and not
1579 // downward so the ground is not detected)
1581 // such onground inconsistencies can cause jittery gun bobbing and
1582 // stair smoothing, so we set onground if UpdateStatus says so
1587 // react to onground state changes (for gun bob)
1590 if (!cl.oldonground)
1591 cl.hitgroundtime = cl.movecmd[0].time;
1592 cl.lastongroundtime = cl.movecmd[0].time;
1594 cl.oldonground = cl.onground;
1597 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1602 if (to->viewangles[0] != from->viewangles[0])
1603 bits |= QW_CM_ANGLE1;
1604 if (to->viewangles[1] != from->viewangles[1])
1605 bits |= QW_CM_ANGLE2;
1606 if (to->viewangles[2] != from->viewangles[2])
1607 bits |= QW_CM_ANGLE3;
1608 if (to->forwardmove != from->forwardmove)
1609 bits |= QW_CM_FORWARD;
1610 if (to->sidemove != from->sidemove)
1612 if (to->upmove != from->upmove)
1614 if (to->buttons != from->buttons)
1615 bits |= QW_CM_BUTTONS;
1616 if (to->impulse != from->impulse)
1617 bits |= QW_CM_IMPULSE;
1619 MSG_WriteByte(buf, bits);
1620 if (bits & QW_CM_ANGLE1)
1621 MSG_WriteAngle16i(buf, to->viewangles[0]);
1622 if (bits & QW_CM_ANGLE2)
1623 MSG_WriteAngle16i(buf, to->viewangles[1]);
1624 if (bits & QW_CM_ANGLE3)
1625 MSG_WriteAngle16i(buf, to->viewangles[2]);
1626 if (bits & QW_CM_FORWARD)
1627 MSG_WriteShort(buf, (short) to->forwardmove);
1628 if (bits & QW_CM_SIDE)
1629 MSG_WriteShort(buf, (short) to->sidemove);
1630 if (bits & QW_CM_UP)
1631 MSG_WriteShort(buf, (short) to->upmove);
1632 if (bits & QW_CM_BUTTONS)
1633 MSG_WriteByte(buf, to->buttons);
1634 if (bits & QW_CM_IMPULSE)
1635 MSG_WriteByte(buf, to->impulse);
1636 MSG_WriteByte(buf, to->msec);
1639 void CL_NewFrameReceived(int num)
1641 if (developer_networkentities.integer >= 10)
1642 Con_Printf("recv: svc_entities %i\n", num);
1643 cl.latestframenums[cl.latestframenumsposition] = num;
1644 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1645 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1653 usercmd_t nullcmd; // for delta compression of qw moves
1654 void CL_SendMove(void)
1656 int i, j, packetloss;
1662 unsigned char data[1024];
1668 // if playing a demo, do nothing
1672 // we don't que moves during a lag spike (potential network timeout)
1673 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1675 // we build up cl.cmd and then decide whether to send or not
1676 // we store this into cl.movecmd[0] for prediction each frame even if we
1677 // do not send, to make sure that prediction is instant
1678 cl.cmd.time = cl.time;
1679 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1682 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1684 if (in_attack.state & 3) bits |= 1;
1685 if (in_jump.state & 3) bits |= 2;
1686 if (in_button3.state & 3) bits |= 4;
1687 if (in_button4.state & 3) bits |= 8;
1688 if (in_button5.state & 3) bits |= 16;
1689 if (in_button6.state & 3) bits |= 32;
1690 if (in_button7.state & 3) bits |= 64;
1691 if (in_button8.state & 3) bits |= 128;
1692 if (in_use.state & 3) bits |= 256;
1693 if (key_dest != key_game || key_consoleactive) bits |= 512;
1694 if (cl_prydoncursor.integer > 0) bits |= 1024;
1695 if (in_button9.state & 3) bits |= 2048;
1696 if (in_button10.state & 3) bits |= 4096;
1697 if (in_button11.state & 3) bits |= 8192;
1698 if (in_button12.state & 3) bits |= 16384;
1699 if (in_button13.state & 3) bits |= 32768;
1700 if (in_button14.state & 3) bits |= 65536;
1701 if (in_button15.state & 3) bits |= 131072;
1702 if (in_button16.state & 3) bits |= 262144;
1703 // button bits 19-31 unused currently
1704 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1705 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1706 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1707 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1708 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1710 // set buttons and impulse
1711 cl.cmd.buttons = bits;
1712 cl.cmd.impulse = in_impulse;
1715 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1717 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1718 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1719 // ridiculous value rejection (matches qw)
1720 if (cl.cmd.msec > 250)
1722 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1724 cl.cmd.predicted = cl_movement.integer != 0;
1726 // movement is set by input code (forwardmove/sidemove/upmove)
1727 // always dump the first two moves, because they may contain leftover inputs from the last level
1728 if (cl.cmd.sequence <= 2)
1729 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1731 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1733 switch (cls.protocol)
1735 case PROTOCOL_QUAKEWORLD:
1736 case PROTOCOL_QUAKE:
1737 case PROTOCOL_QUAKEDP:
1738 case PROTOCOL_NEHAHRAMOVIE:
1739 case PROTOCOL_NEHAHRABJP:
1740 case PROTOCOL_NEHAHRABJP2:
1741 case PROTOCOL_NEHAHRABJP3:
1742 case PROTOCOL_DARKPLACES1:
1743 case PROTOCOL_DARKPLACES2:
1744 case PROTOCOL_DARKPLACES3:
1745 case PROTOCOL_DARKPLACES4:
1746 case PROTOCOL_DARKPLACES5:
1748 case PROTOCOL_DARKPLACES6:
1749 case PROTOCOL_DARKPLACES7:
1750 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1751 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1753 case PROTOCOL_UNKNOWN:
1758 cl.movecmd[0] = cl.cmd;
1760 // don't predict more than 200fps
1761 if (realtime >= cl.lastpackettime + 0.005)
1762 cl.movement_replay = true; // redo the prediction
1764 // now decide whether to actually send this move
1765 // (otherwise it is only for prediction)
1767 // don't send too often or else network connections can get clogged by a
1768 // high renderer framerate
1769 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1770 if (cl.movevars_timescale && cl.movevars_ticrate)
1772 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1773 packettime = min(packettime, maxtic);
1776 // do not send 0ms packets because they mess up physics
1777 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1779 // always send if buttons changed or an impulse is pending
1780 // even if it violates the rate limit!
1781 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1782 // don't send too often (cl_netfps)
1783 if (!important && realtime < cl.lastpackettime + packettime)
1785 // don't choke the connection with packets (obey rate limit)
1786 // it is important that this check be last, because it adds a new
1787 // frame to the shownetgraph output and any cancelation after this
1788 // will produce a nasty spike-like look to the netgraph
1789 // we also still send if it is important
1790 if (!NetConn_CanSend(cls.netcon) && !important)
1792 // try to round off the lastpackettime to a multiple of the packet interval
1793 // (this causes it to emit packets at a steady beat)
1795 cl.lastpackettime = floor(realtime / packettime) * packettime;
1797 cl.lastpackettime = realtime;
1799 buf.maxsize = sizeof(data);
1803 // send the movement message
1804 // PROTOCOL_QUAKE clc_move = 16 bytes total
1805 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1806 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1807 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1808 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1809 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1810 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1811 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1812 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1813 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1814 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1816 // set prydon cursor info
1817 CL_UpdatePrydonCursor();
1819 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1821 switch (cls.protocol)
1823 case PROTOCOL_QUAKEWORLD:
1824 MSG_WriteByte(&buf, qw_clc_move);
1825 // save the position for a checksum byte
1826 checksumindex = buf.cursize;
1827 MSG_WriteByte(&buf, 0);
1828 // packet loss percentage
1829 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1830 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1832 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1833 MSG_WriteByte(&buf, packetloss);
1834 // write most recent 3 moves
1835 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1836 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1837 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1838 // calculate the checksum
1839 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1840 // if delta compression history overflows, request no delta
1841 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1842 cl.qw_validsequence = 0;
1843 // request delta compression if appropriate
1844 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1846 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1847 MSG_WriteByte(&buf, qw_clc_delta);
1848 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1851 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1853 case PROTOCOL_QUAKE:
1854 case PROTOCOL_QUAKEDP:
1855 case PROTOCOL_NEHAHRAMOVIE:
1856 case PROTOCOL_NEHAHRABJP:
1857 case PROTOCOL_NEHAHRABJP2:
1858 case PROTOCOL_NEHAHRABJP3:
1860 MSG_WriteByte (&buf, clc_move);
1861 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1863 for (i = 0;i < 3;i++)
1864 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1866 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1867 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1868 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1870 MSG_WriteByte (&buf, cl.cmd.buttons);
1871 MSG_WriteByte (&buf, cl.cmd.impulse);
1873 case PROTOCOL_DARKPLACES2:
1874 case PROTOCOL_DARKPLACES3:
1876 MSG_WriteByte (&buf, clc_move);
1877 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1879 for (i = 0;i < 3;i++)
1880 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1882 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1883 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1884 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1886 MSG_WriteByte (&buf, cl.cmd.buttons);
1887 MSG_WriteByte (&buf, cl.cmd.impulse);
1889 case PROTOCOL_DARKPLACES1:
1890 case PROTOCOL_DARKPLACES4:
1891 case PROTOCOL_DARKPLACES5:
1893 MSG_WriteByte (&buf, clc_move);
1894 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1896 for (i = 0;i < 3;i++)
1897 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1899 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1900 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1901 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1903 MSG_WriteByte (&buf, cl.cmd.buttons);
1904 MSG_WriteByte (&buf, cl.cmd.impulse);
1905 case PROTOCOL_DARKPLACES6:
1906 case PROTOCOL_DARKPLACES7:
1907 // set the maxusercmds variable to limit how many should be sent
1908 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1909 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1910 if (!cl.cmd.predicted)
1913 // send the latest moves in order, the old ones will be
1914 // ignored by the server harmlessly, however if the previous
1915 // packets were lost these moves will be used
1917 // this reduces packet loss impact on gameplay.
1918 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1920 // don't repeat any stale moves
1921 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1924 MSG_WriteByte (&buf, clc_move);
1925 if (cls.protocol != PROTOCOL_DARKPLACES6)
1926 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1927 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1929 for (i = 0;i < 3;i++)
1930 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1932 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1933 MSG_WriteCoord16i (&buf, cmd->sidemove);
1934 MSG_WriteCoord16i (&buf, cmd->upmove);
1936 MSG_WriteLong (&buf, cmd->buttons);
1937 MSG_WriteByte (&buf, cmd->impulse);
1938 // PRYDON_CLIENTCURSOR
1940 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1941 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1942 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1943 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1944 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1945 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1946 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1947 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1948 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1951 case PROTOCOL_UNKNOWN:
1956 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1958 // ack entity frame numbers received since the last input was sent
1959 // (redundent to improve handling of client->server packet loss)
1960 // if cl_netrepeatinput is 1 and client framerate matches server
1961 // framerate, this is 10 bytes, if client framerate is lower this
1964 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1965 if (oldsequence < 1)
1967 for (i = 0;i < LATESTFRAMENUMS;i++)
1969 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1970 if (cl.latestsendnums[j] >= oldsequence)
1972 if (developer_networkentities.integer >= 10)
1973 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1974 MSG_WriteByte(&buf, clc_ackframe);
1975 MSG_WriteLong(&buf, cl.latestframenums[j]);
1980 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1981 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1983 // acknowledge any recently received data blocks
1984 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1986 MSG_WriteByte(&buf, clc_ackdownloaddata);
1987 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1988 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1989 cls.dp_downloadack[i].start = 0;
1990 cls.dp_downloadack[i].size = 0;
1993 // send the reliable message (forwarded commands) if there is one
1994 if (buf.cursize || cls.netcon->message.cursize)
1995 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1999 // update the cl.movecmd array which holds the most recent moves,
2000 // because we now need a new slot for the next input
2001 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2002 cl.movecmd[i] = cl.movecmd[i-1];
2003 cl.movecmd[0].msec = 0;
2004 cl.movecmd[0].frametime = 0;
2007 // clear button 'click' states
2008 in_attack.state &= ~2;
2009 in_jump.state &= ~2;
2010 in_button3.state &= ~2;
2011 in_button4.state &= ~2;
2012 in_button5.state &= ~2;
2013 in_button6.state &= ~2;
2014 in_button7.state &= ~2;
2015 in_button8.state &= ~2;
2017 in_button9.state &= ~2;
2018 in_button10.state &= ~2;
2019 in_button11.state &= ~2;
2020 in_button12.state &= ~2;
2021 in_button13.state &= ~2;
2022 in_button14.state &= ~2;
2023 in_button15.state &= ~2;
2024 in_button16.state &= ~2;
2028 if (cls.netcon->message.overflowed)
2030 Con_Print("CL_SendMove: lost server connection\n");
2032 Host_ShutdownServer();
2041 void CL_InitInput (void)
2043 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2044 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2045 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2046 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2047 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2048 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2049 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2050 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2051 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2052 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2053 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2054 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2055 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2056 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2057 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2058 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2059 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2060 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2061 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2062 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2063 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2064 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2065 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2066 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2067 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2068 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2069 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2070 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2071 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2072 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2073 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2074 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2075 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2077 // LordHavoc: added use button
2078 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2079 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2081 // LordHavoc: added 6 new buttons
2082 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2083 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2084 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2085 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2086 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2087 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2088 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2089 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2090 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2091 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2092 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2093 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2094 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2095 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2096 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2097 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2098 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2099 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2100 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2101 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2102 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2103 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2104 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2105 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2106 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2107 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2108 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2109 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2111 // LordHavoc: added bestweapon command
2112 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)");
2114 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");
2116 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2118 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2119 Cvar_RegisterVariable(&cl_movement);
2120 Cvar_RegisterVariable(&cl_movement_nettimeout);
2121 Cvar_RegisterVariable(&cl_movement_minping);
2122 Cvar_RegisterVariable(&cl_movement_track_canjump);
2123 Cvar_RegisterVariable(&cl_movement_maxspeed);
2124 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2125 Cvar_RegisterVariable(&cl_movement_stopspeed);
2126 Cvar_RegisterVariable(&cl_movement_friction);
2127 Cvar_RegisterVariable(&cl_movement_wallfriction);
2128 Cvar_RegisterVariable(&cl_movement_waterfriction);
2129 Cvar_RegisterVariable(&cl_movement_edgefriction);
2130 Cvar_RegisterVariable(&cl_movement_stepheight);
2131 Cvar_RegisterVariable(&cl_movement_accelerate);
2132 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2133 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2134 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2135 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2136 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2138 Cvar_RegisterVariable(&in_pitch_min);
2139 Cvar_RegisterVariable(&in_pitch_max);
2140 Cvar_RegisterVariable(&m_filter);
2141 Cvar_RegisterVariable(&m_accelerate);
2142 Cvar_RegisterVariable(&m_accelerate_minspeed);
2143 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2144 Cvar_RegisterVariable(&m_accelerate_filter);
2146 Cvar_RegisterVariable(&cl_netfps);
2147 Cvar_RegisterVariable(&cl_netrepeatinput);
2148 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2150 Cvar_RegisterVariable(&cl_nodelta);