2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
208 in_bestweapon_info[] =
210 {"1", 1, IT_AXE, STAT_SHELLS, 0},
211 {"2", 2, IT_SHOTGUN, STAT_SHELLS, 1},
212 {"3", 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
213 {"4", 4, IT_NAILGUN, STAT_NAILS, 1},
214 {"5", 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
215 {"6", 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
216 {"7", 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
217 {"8", 8, IT_LIGHTNING, STAT_CELLS, 1},
218 {"9", 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
219 {"p", 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
220 {"w", 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
221 {"l", 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
222 {"h", 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
225 void IN_BestWeapon (void)
231 Con_Printf("bestweapon requires 1 or more parameters\n");
234 for (i = 1;i < Cmd_Argc();i++)
237 // figure out which weapon this character refers to
238 for (n = 0;in_bestweapon_info[n].name;n++)
240 if (!strcmp(in_bestweapon_info[n].name, t))
242 // we found out what weapon this character refers to
243 // check if the inventory contains the weapon and enough ammo
244 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
246 // we found one of the weapons the player wanted
247 // send an impulse to switch to it
248 in_impulse = in_bestweapon_info[n].impulse;
254 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
256 // if we couldn't find any of the weapons, there's nothing more we can do...
263 Returns 0.25 if a key was pressed and released during the frame,
264 0.5 if it was pressed and held
265 0 if held then released, and
266 1.0 if held for the entire time
269 float CL_KeyState (kbutton_t *key)
272 qboolean impulsedown, impulseup, down;
274 impulsedown = key->state & 2;
275 impulseup = key->state & 4;
276 down = key->state & 1;
279 if (impulsedown && !impulseup)
282 val = 0.5; // pressed and held this frame
284 val = 0; // I_Error ();
286 if (impulseup && !impulsedown)
289 val = 0; // I_Error ();
291 val = 0; // released this frame
293 if (!impulsedown && !impulseup)
296 val = 1.0; // held the entire frame
298 val = 0; // up the entire frame
300 if (impulsedown && impulseup)
303 val = 0.75; // released and re-pressed this frame
305 val = 0.25; // pressed and released this frame
308 key->state &= 1; // clear impulses
316 //==========================================================================
318 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
319 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
320 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
321 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
323 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
325 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
326 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
328 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
330 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
331 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
332 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
333 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
334 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
335 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
336 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
337 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"};
338 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
339 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
340 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
341 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"};
342 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"};
343 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)"};
344 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)"};
345 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
347 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
348 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
350 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
352 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
353 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
355 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
362 Moves the local angle positions
365 void CL_AdjustAngles (void)
370 if (in_speed.state & 1)
371 speed = cl.realframetime * cl_anglespeedkey.value;
373 speed = cl.realframetime;
375 if (!(in_strafe.state & 1))
377 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
378 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
380 if (in_klook.state & 1)
383 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
384 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
387 up = CL_KeyState (&in_lookup);
388 down = CL_KeyState(&in_lookdown);
390 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
391 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
396 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
397 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
398 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
399 if (cl.viewangles[YAW] >= 180)
400 cl.viewangles[YAW] -= 360;
401 if (cl.viewangles[PITCH] >= 180)
402 cl.viewangles[PITCH] -= 360;
403 if (cl.viewangles[ROLL] >= 180)
404 cl.viewangles[ROLL] -= 360;
406 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
407 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
410 qboolean cl_ignoremousemove = false;
416 Send the intended movement message to the server
422 static float old_mouse_x = 0, old_mouse_y = 0;
424 // clamp before the move to prevent starting with bad angles
427 // reset some of the command fields
428 cl.cmd.forwardmove = 0;
432 // get basic movement from keyboard
433 if (in_strafe.state & 1)
435 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
436 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
439 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
440 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
442 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
443 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
445 if (! (in_klook.state & 1) )
447 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
448 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
451 // adjust for speed key
452 if (in_speed.state & 1)
454 cl.cmd.forwardmove *= cl_movespeedkey.value;
455 cl.cmd.sidemove *= cl_movespeedkey.value;
456 cl.cmd.upmove *= cl_movespeedkey.value;
462 // allow mice or other external controllers to add to the move
465 // ignore a mouse move if mouse was activated/deactivated this frame
466 if (cl_ignoremousemove)
468 cl_ignoremousemove = false;
473 // apply m_filter if it is on
476 if (m_filter.integer)
478 in_mouse_x = (mx + old_mouse_x) * 0.5;
479 in_mouse_y = (my + old_mouse_y) * 0.5;
484 // if not in menu, apply mouse move to viewangles/movement
485 if (!cl.csqc_wantsmousemove && in_client_mouse)
487 if (cl_prydoncursor.integer)
489 // mouse interacting with the scene, mostly stationary view
491 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
492 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
494 else if (in_strafe.state & 1)
496 // strafing mode, all looking is movement
498 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
499 if (noclip_anglehack)
500 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
502 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
504 else if ((in_mlook.state & 1) || freelook.integer)
506 // mouselook, lookstrafe causes turning to become strafing
508 if (lookstrafe.integer)
509 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
511 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
512 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
516 // non-mouselook, yaw turning and forward/back movement
517 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
518 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
522 // clamp after the move to prevent rendering with bad angles
526 #include "cl_collision.h"
528 void CL_UpdatePrydonCursor(void)
532 if (!cl_prydoncursor.integer)
533 VectorClear(cl.cmd.cursor_screen);
536 if (cl.cmd.cursor_screen[0] < -1)
538 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
539 cl.cmd.cursor_screen[0] = -1;
541 if (cl.cmd.cursor_screen[0] > 1)
543 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
544 cl.cmd.cursor_screen[0] = 1;
546 if (cl.cmd.cursor_screen[1] < -1)
548 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
549 cl.cmd.cursor_screen[1] = -1;
551 if (cl.cmd.cursor_screen[1] > 1)
553 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
554 cl.cmd.cursor_screen[1] = 1;
557 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
558 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
559 cl.cmd.cursor_screen[2] = 1;
561 // calculate current view matrix
562 Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
563 // calculate direction vector of cursor in viewspace by using frustum slopes
564 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
565 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
566 // trace from view origin to the cursor
567 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);
570 void CL_ClientMovement_ExpireOldMoves(void)
574 // remove stale queue items
575 n = cl.movement_numqueue;
576 cl.movement_numqueue = 0;
577 if (cls.servermovesequence)
579 for (i = 0;i < n;i++)
581 if (cl.movement_queue[i].sequence > cls.servermovesequence)
582 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
584 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
589 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
591 // if time has not advanced, do nothing
592 if (cl.movecmd[0].msec <= 0)
594 // add to input queue if there is room
595 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
597 // add to input queue
598 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
599 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
600 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
601 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
602 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
603 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
604 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
605 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
606 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
607 cl.movement_numqueue++;
610 cl.movement_replay = true;
613 typedef enum waterlevel_e
622 typedef struct cl_clientmovement_state_s
627 // current bounding box (different if crouched vs standing)
630 // currently on the ground
632 // currently crouching
634 // what kind of water (SUPERCONTENTS_LAVA for instance)
637 waterlevel_t waterlevel;
638 // weird hacks when jumping out of water
639 // (this is in seconds and counts down to 0)
643 client_movementqueue_t q;
645 cl_clientmovement_state_t;
647 #define NUMOFFSETS 27
648 static vec3_t offsets[NUMOFFSETS] =
650 // 1 no nudge (just return the original if this test passes)
651 { 0.000, 0.000, 0.000},
653 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
654 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
655 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
656 // 4 diagonal flat nudges
657 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
658 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
659 // 8 diagonal upward nudges
660 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
661 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
662 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
663 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
664 // 8 diagonal downward nudges
665 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
666 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
667 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
668 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
671 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
675 for (i = 0;i < NUMOFFSETS;i++)
677 VectorAdd(offsets[i], s->origin, neworigin);
678 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
680 VectorCopy(neworigin, s->origin);
684 // if all offsets failed, give up
688 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
690 vec3_t origin1, origin2;
693 // make sure player is not stuck
694 CL_ClientMovement_Unstick(s);
699 // wants to crouch, this always works..
705 // wants to stand, if currently crouching we need to check for a
709 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
710 if (!trace.startsolid)
716 VectorCopy(cl.playercrouchmins, s->mins);
717 VectorCopy(cl.playercrouchmaxs, s->maxs);
721 VectorCopy(cl.playerstandmins, s->mins);
722 VectorCopy(cl.playerstandmaxs, s->maxs);
726 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
727 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
728 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
729 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
731 // set watertype/waterlevel
732 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
733 s->waterlevel = WATERLEVEL_NONE;
734 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
737 s->waterlevel = WATERLEVEL_WETFEET;
738 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
739 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
741 s->waterlevel = WATERLEVEL_SWIMMING;
742 origin1[2] = s->origin[2] + 22;
743 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
744 s->waterlevel = WATERLEVEL_SUBMERGED;
748 // water jump prediction
749 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
750 s->waterjumptime = 0;
753 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
759 vec3_t currentorigin2;
761 vec3_t primalvelocity;
765 CL_ClientMovement_UpdateStatus(s);
766 VectorCopy(s->velocity, primalvelocity);
767 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
769 VectorMA(s->origin, t, s->velocity, neworigin);
770 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
771 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
773 // may be a step or wall, try stepping up
774 // first move forward at a higher level
775 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
776 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
777 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
778 if (!trace2.startsolid)
780 // then move down from there
781 VectorCopy(trace2.endpos, currentorigin2);
782 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
783 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
784 //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]);
785 // accept the new trace if it made some progress
786 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
789 VectorCopy(trace3.endpos, trace.endpos);
794 // check if it moved at all
795 if (trace.fraction >= 0.001)
796 VectorCopy(trace.endpos, s->origin);
798 // check if it moved all the way
799 if (trace.fraction == 1)
802 //if (trace.plane.normal[2] > 0.7)
803 // s->onground = true;
805 t -= t * trace.fraction;
807 f = DotProduct(s->velocity, trace.plane.normal);
808 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
810 if (s->waterjumptime > 0)
811 VectorCopy(primalvelocity, s->velocity);
815 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
822 // water jump only in certain situations
823 // this mimics quakeworld code
824 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
829 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
830 AngleVectors(yawangles, forward, NULL, NULL);
831 VectorMA(s->origin, 24, forward, spot);
833 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
836 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
838 VectorScale(forward, 50, s->velocity);
839 s->velocity[2] = 310;
840 s->waterjumptime = 2;
842 s->q.canjump = false;
847 if (!VectorLength2(s->q.move))
849 // drift towards bottom
850 VectorSet(wishvel, 0, 0, -60);
858 // calculate movement vector
859 AngleVectors(s->q.viewangles, forward, right, up);
860 VectorSet(up, 0, 0, 1);
861 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
864 // split wishvel into wishspeed and wishdir
865 wishspeed = VectorLength(wishvel);
867 VectorScale(wishvel, 1 / wishspeed, wishdir);
869 VectorSet( wishdir, 0.0, 0.0, 0.0 );
870 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
875 if (s->waterjumptime <= 0)
878 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
880 VectorScale(s->velocity, f, s->velocity);
882 // water acceleration
883 f = wishspeed - DotProduct(s->velocity, wishdir);
886 f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
887 VectorMA(s->velocity, f, wishdir, s->velocity);
890 // holding jump button swims upward slowly
893 if (s->watertype & SUPERCONTENTS_LAVA)
895 else if (s->watertype & SUPERCONTENTS_SLIME)
899 if (gamemode == GAME_NEXUIZ)
900 s->velocity[2] = 200;
902 s->velocity[2] = 100;
907 CL_ClientMovement_Move(s);
910 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
925 // jump if on ground with jump button pressed but only if it has been
926 // released at least once since the last jump
929 if (s->onground && s->q.canjump)
931 s->velocity[2] += cl.movevars_jumpvelocity;
933 s->q.canjump = false;
939 // calculate movement vector
940 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
941 AngleVectors(yawangles, forward, right, up);
942 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
944 // split wishvel into wishspeed and wishdir
945 wishspeed = VectorLength(wishvel);
947 VectorScale(wishvel, 1 / wishspeed, wishdir);
949 VectorSet( wishdir, 0.0, 0.0, 0.0 );
950 wishspeed = min(wishspeed, cl.movevars_maxspeed);
957 // apply edge friction
958 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
959 friction = cl.movevars_friction;
960 if (f > 0 && cl.movevars_edgefriction != 1)
964 // note: QW uses the full player box for the trace, and yet still
965 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
966 // this mimics it for compatibility
967 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
968 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
969 if (cls.protocol == PROTOCOL_QUAKEWORLD)
970 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
972 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
973 if (trace.fraction == 1 && !trace.startsolid)
974 friction *= cl.movevars_edgefriction;
976 // apply ground friction
977 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
979 VectorScale(s->velocity, f, s->velocity);
980 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
983 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
984 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
986 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
987 if (cls.protocol == PROTOCOL_QUAKEWORLD)
989 if (VectorLength2(s->velocity))
990 CL_ClientMovement_Move(s);
994 if (s->waterjumptime <= 0)
1001 // apply air speed limit
1002 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1005 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1008 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1009 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1013 vel_straight = DotProduct(s->velocity, wishdir);
1014 vel_z = s->velocity[2];
1015 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1016 vel_perpend[2] -= vel_z;
1018 f = wishspeed - vel_straight;
1020 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1022 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1024 VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1026 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1027 s->velocity[2] += vel_z;
1029 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1030 CL_ClientMovement_Move(s);
1034 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1036 //Con_Printf(" %f", frametime);
1038 s->q.canjump = true;
1039 s->waterjumptime -= s->q.frametime;
1040 CL_ClientMovement_UpdateStatus(s);
1041 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1042 CL_ClientMovement_Physics_Swim(s);
1044 CL_ClientMovement_Physics_Walk(s);
1047 extern cvar_t slowmo;
1048 void CL_UpdateMoveVars(void)
1050 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1051 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1052 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1054 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1055 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1056 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1057 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1058 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1059 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1060 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1061 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1062 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1063 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1064 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1065 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1066 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1067 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1068 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1069 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1070 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1071 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1072 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1076 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1077 cl.movevars_timescale = slowmo.value;
1078 cl.movevars_gravity = sv_gravity.value;
1079 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1080 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1081 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1082 cl.movevars_accelerate = cl_movement_accelerate.value;
1083 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1084 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1085 cl.movevars_friction = cl_movement_friction.value;
1086 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1087 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1088 cl.movevars_entgravity = 1;
1089 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1090 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1091 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1092 cl.movevars_stepheight = cl_movement_stepheight.value;
1093 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1094 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1098 void CL_ClientMovement_Replay(void)
1102 double totalmovetime;
1103 cl_clientmovement_state_t s;
1105 CL_ClientMovement_ExpireOldMoves();
1107 // set up starting state for the series of moves
1108 memset(&s, 0, sizeof(s));
1109 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1110 VectorCopy(cl.mvelocity[0], s.velocity);
1111 s.crouched = true; // will be updated on first move
1112 //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]);
1115 for (i = 0;i < cl.movement_numqueue - 1;i++)
1116 totalmovetime += cl.movement_queue[i].frametime;
1117 cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1118 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1119 if (cl.movement_predicted)
1121 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1123 // replay the input queue to predict current location
1124 // note: this relies on the fact there's always one queue item at the end
1126 canjump = cl.movement_replay_canjump;
1127 for (i = 0;i < cl.movement_numqueue;i++)
1129 s.q = cl.movement_queue[i];
1130 s.q.canjump = canjump;
1131 // if a move is more than 50ms, do it as two moves (matching qwsv)
1132 if (s.q.frametime > 0.05)
1134 s.q.frametime *= 0.5;
1135 CL_ClientMovement_PlayerMove(&s);
1137 CL_ClientMovement_PlayerMove(&s);
1138 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1143 // get the first movement queue entry to know whether to crouch and such
1144 s.q = cl.movement_queue[0];
1146 CL_ClientMovement_UpdateStatus(&s);
1148 if (cl.movement_replay)
1150 cl.movement_replay = false;
1151 // update interpolation timestamps if time has passed
1152 if (cl.movement_time[0] != cl.movecmd[0].time)
1154 cl.movement_time[1] = cl.movement_time[0];
1155 cl.movement_time[0] = cl.movecmd[0].time;
1156 cl.movement_time[2] = cl.time;
1157 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1158 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1159 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1162 // update the interpolation target position and velocity
1163 VectorCopy(s.origin, cl.movement_origin);
1164 VectorCopy(s.velocity, cl.movement_velocity);
1167 // update the onground flag if appropriate
1168 if (cl.movement_predicted)
1170 // when predicted we simply set the flag according to the UpdateStatus
1171 cl.onground = s.onground;
1175 // when not predicted, cl.onground is cleared by cl_parse.c each time
1176 // an update packet is received, but can be forced on here to hide
1177 // server inconsistencies in the onground flag
1178 // (which mostly occur when stepping up stairs at very high framerates
1179 // where after the step up the move continues forward and not
1180 // downward so the ground is not detected)
1182 // such onground inconsistencies can cause jittery gun bobbing and
1183 // stair smoothing, so we set onground if UpdateStatus says so
1188 // react to onground state changes (for gun bob)
1191 if (!cl.oldonground)
1192 cl.hitgroundtime = cl.movecmd[0].time;
1193 cl.lastongroundtime = cl.movecmd[0].time;
1195 cl.oldonground = cl.onground;
1198 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1203 if (to->viewangles[0] != from->viewangles[0])
1204 bits |= QW_CM_ANGLE1;
1205 if (to->viewangles[1] != from->viewangles[1])
1206 bits |= QW_CM_ANGLE2;
1207 if (to->viewangles[2] != from->viewangles[2])
1208 bits |= QW_CM_ANGLE3;
1209 if (to->forwardmove != from->forwardmove)
1210 bits |= QW_CM_FORWARD;
1211 if (to->sidemove != from->sidemove)
1213 if (to->upmove != from->upmove)
1215 if (to->buttons != from->buttons)
1216 bits |= QW_CM_BUTTONS;
1217 if (to->impulse != from->impulse)
1218 bits |= QW_CM_IMPULSE;
1220 MSG_WriteByte(buf, bits);
1221 if (bits & QW_CM_ANGLE1)
1222 MSG_WriteAngle16i(buf, to->viewangles[0]);
1223 if (bits & QW_CM_ANGLE2)
1224 MSG_WriteAngle16i(buf, to->viewangles[1]);
1225 if (bits & QW_CM_ANGLE3)
1226 MSG_WriteAngle16i(buf, to->viewangles[2]);
1227 if (bits & QW_CM_FORWARD)
1228 MSG_WriteShort(buf, to->forwardmove);
1229 if (bits & QW_CM_SIDE)
1230 MSG_WriteShort(buf, to->sidemove);
1231 if (bits & QW_CM_UP)
1232 MSG_WriteShort(buf, to->upmove);
1233 if (bits & QW_CM_BUTTONS)
1234 MSG_WriteByte(buf, to->buttons);
1235 if (bits & QW_CM_IMPULSE)
1236 MSG_WriteByte(buf, to->impulse);
1237 MSG_WriteByte(buf, to->msec);
1245 usercmd_t nullcmd; // for delta compression of qw moves
1246 void CL_SendMove(void)
1248 int i, j, packetloss;
1251 unsigned char data[1024];
1252 static double lastsendtime = 0;
1256 CL_ClientMovement_ExpireOldMoves();
1258 // if playing a demo, do nothing
1262 // don't send too often or else network connections can get clogged by a high renderer framerate
1263 packettime = cl.movevars_ticrate;
1264 // quakeworld servers take only frametimes
1265 // predicted dp7 servers take current interpolation time
1266 // unpredicted servers take an echo of the latest server timestamp
1267 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1269 if (realtime < lastsendtime + packettime)
1271 cl.cmd.time = realtime;
1272 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1274 else if (cl.movement_predicted)
1276 if (realtime < lastsendtime + packettime)
1278 cl.cmd.time = cl.time;
1279 cl.cmd.sequence = cls.movesequence;
1283 // unpredicted movement should be sent immediately whenever a server
1284 // packet is received, to minimize ping times
1285 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1287 if (cl.mtime[0] == cl.movecmd[0].time && cl.mtime[1] != cl.mtime[0])
1289 cl.cmd.time = cl.mtime[0];
1290 cl.cmd.sequence = cls.movesequence;
1293 // don't let it fall behind if CL_SendMove hasn't been called recently
1294 // (such is the case when framerate is too low for instance)
1295 lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1296 // set the flag indicating that we sent a packet recently
1297 cl.movement_needupdate = false;
1299 buf.maxsize = sizeof(data);
1303 // conditions for sending a move:
1304 // if the move advances time or if the game is paused (in which case time
1305 // is not advancing)
1306 // don't send a new input packet if the connection is still saturated from
1307 // the last one (or chat messages, etc)
1308 // note: this behavior comes from QW
1309 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon))
1312 // increase the move counter since we intend to send a move
1315 // send the movement message
1316 // PROTOCOL_QUAKE clc_move = 16 bytes total
1317 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1318 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1319 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1320 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1321 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1322 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1323 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1324 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1325 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1326 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1328 // set prydon cursor info
1329 CL_UpdatePrydonCursor();
1332 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1334 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1335 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1336 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1337 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1338 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1339 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1340 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1341 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1342 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1343 if (key_dest != key_game || key_consoleactive) bits |= 512;
1344 if (cl_prydoncursor.integer) bits |= 1024;
1345 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1346 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1347 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1348 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1349 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1350 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1351 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1352 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1353 // button bits 19-31 unused currently
1354 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1355 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1356 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1357 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1358 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1359 cl.cmd.buttons = bits;
1362 cl.cmd.impulse = in_impulse;
1365 // movement is set by input code (forwardmove/sidemove/upmove)
1368 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1370 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1371 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1372 // ridiculous value rejection (matches qw)
1373 if (cl.cmd.msec > 250)
1376 cl.cmd.predicted = cl_movement.integer;
1378 // always dump the first two messages, because they may contain leftover inputs from the last level
1379 if (cl.cmd.sequence <= 2)
1380 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1382 // update the cl.movecmd array which holds the most recent moves
1383 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1384 cl.movecmd[i] = cl.movecmd[i-1];
1385 cl.movecmd[0] = cl.cmd;
1387 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1391 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1393 MSG_WriteByte(&buf, qw_clc_move);
1394 // save the position for a checksum byte
1395 checksumindex = buf.cursize;
1396 MSG_WriteByte(&buf, 0);
1397 // packet loss percentage
1398 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1399 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1401 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1402 MSG_WriteByte(&buf, packetloss);
1403 // write most recent 3 moves
1404 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1405 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1406 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1407 // calculate the checksum
1408 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1409 // if delta compression history overflows, request no delta
1410 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1411 cl.qw_validsequence = 0;
1412 // request delta compression if appropriate
1413 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1415 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1416 MSG_WriteByte(&buf, qw_clc_delta);
1417 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1420 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1422 else if (cls.signon == SIGNONS)
1424 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1427 MSG_WriteByte (&buf, clc_move);
1428 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1430 for (i = 0;i < 3;i++)
1431 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1433 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1434 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1435 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1437 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1438 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1440 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1443 MSG_WriteByte (&buf, clc_move);
1444 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1446 for (i = 0;i < 3;i++)
1447 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1449 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1450 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1451 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1453 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1454 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1456 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1459 MSG_WriteByte (&buf, clc_move);
1460 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1462 for (i = 0;i < 3;i++)
1463 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1465 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1466 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1467 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1469 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1470 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1472 else if (cls.signon == SIGNONS)
1477 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1478 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1480 // set the maxusercmds variable to limit how many should be sent
1481 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1482 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1483 if (!cl.cmd.predicted)
1486 // send the latest moves in order, the old ones will be
1487 // ignored by the server harmlessly, however if the previous
1488 // packets were lost these moves will be used
1490 // this reduces packet loss impact on gameplay.
1491 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1493 // don't repeat any stale moves
1494 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1497 MSG_WriteByte (&buf, clc_move);
1498 if (cls.protocol != PROTOCOL_DARKPLACES6)
1499 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1500 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1502 for (i = 0;i < 3;i++)
1503 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1505 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1506 MSG_WriteCoord16i (&buf, cmd->sidemove);
1507 MSG_WriteCoord16i (&buf, cmd->upmove);
1509 MSG_WriteLong (&buf, cmd->buttons);
1510 MSG_WriteByte (&buf, cmd->impulse);
1511 // PRYDON_CLIENTCURSOR
1513 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1514 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1515 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1516 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1517 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1518 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1519 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1520 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1521 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1526 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1528 // ack the last few frame numbers
1529 // (redundent to improve handling of client->server packet loss)
1530 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1531 for (i = 0;i < LATESTFRAMENUMS;i++)
1533 if (cl.latestframenums[i] > 0)
1535 if (developer_networkentities.integer >= 10)
1536 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1537 MSG_WriteByte(&buf, clc_ackframe);
1538 MSG_WriteLong(&buf, cl.latestframenums[i]);
1543 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1544 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1546 // acknowledge any recently received data blocks
1547 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1549 MSG_WriteByte(&buf, clc_ackdownloaddata);
1550 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1551 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1552 cls.dp_downloadack[i].start = 0;
1553 cls.dp_downloadack[i].size = 0;
1556 // send the reliable message (forwarded commands) if there is one
1557 if (buf.cursize || cls.netcon->message.cursize)
1558 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer));
1560 if (cls.netcon->message.overflowed)
1562 Con_Print("CL_SendMove: lost server connection\n");
1564 Host_ShutdownServer();
1573 void CL_InitInput (void)
1575 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1576 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1577 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1578 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1579 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1580 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1581 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1582 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1583 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1584 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1585 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1586 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1587 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1588 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1589 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1590 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1591 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1592 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1593 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1594 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1595 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1596 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1597 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1598 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1599 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1600 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1601 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1602 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1603 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1604 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1605 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1606 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1607 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1609 // LordHavoc: added use button
1610 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1611 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1613 // LordHavoc: added 6 new buttons
1614 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1615 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1616 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1617 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1618 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1619 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1620 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1621 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1622 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1623 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1624 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1625 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1626 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1627 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1628 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1629 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1630 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1631 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1632 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1633 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1634 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1635 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1636 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1637 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1638 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1639 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1640 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1641 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1643 // LordHavoc: added bestweapon command
1644 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)");
1646 Cvar_RegisterVariable(&cl_movement);
1647 Cvar_RegisterVariable(&cl_movement_minping);
1648 Cvar_RegisterVariable(&cl_movement_maxspeed);
1649 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1650 Cvar_RegisterVariable(&cl_movement_stopspeed);
1651 Cvar_RegisterVariable(&cl_movement_friction);
1652 Cvar_RegisterVariable(&cl_movement_wallfriction);
1653 Cvar_RegisterVariable(&cl_movement_waterfriction);
1654 Cvar_RegisterVariable(&cl_movement_edgefriction);
1655 Cvar_RegisterVariable(&cl_movement_stepheight);
1656 Cvar_RegisterVariable(&cl_movement_accelerate);
1657 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1658 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1659 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1660 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1661 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1663 Cvar_RegisterVariable(&in_pitch_min);
1664 Cvar_RegisterVariable(&in_pitch_max);
1665 Cvar_RegisterVariable(&m_filter);
1667 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1668 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1670 Cvar_RegisterVariable(&cl_nodelta);