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;
62 extern cvar_t sys_ticrate;
65 void KeyDown (kbutton_t *b)
74 k = -1; // typed manually at the console for continuous down
76 if (k == b->down[0] || k == b->down[1])
77 return; // repeating key
85 Con_Print("Three keys down for a button!\n");
91 b->state |= 1 + 2; // down + impulse down
94 void KeyUp (kbutton_t *b)
103 { // typed manually at the console, assume for unsticking, so clear all
104 b->down[0] = b->down[1] = 0;
105 b->state = 4; // impulse up
111 else if (b->down[1] == k)
114 return; // key up without coresponding down (menu pass through)
115 if (b->down[0] || b->down[1])
116 return; // some other key is still holding it down
119 return; // still up (this should not happen)
120 b->state &= ~1; // now up
121 b->state |= 4; // impulse up
124 void IN_KLookDown (void) {KeyDown(&in_klook);}
125 void IN_KLookUp (void) {KeyUp(&in_klook);}
126 void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 void IN_MLookUp (void)
130 if ( !(in_mlook.state&1) && lookspring.value)
133 void IN_UpDown(void) {KeyDown(&in_up);}
134 void IN_UpUp(void) {KeyUp(&in_up);}
135 void IN_DownDown(void) {KeyDown(&in_down);}
136 void IN_DownUp(void) {KeyUp(&in_down);}
137 void IN_LeftDown(void) {KeyDown(&in_left);}
138 void IN_LeftUp(void) {KeyUp(&in_left);}
139 void IN_RightDown(void) {KeyDown(&in_right);}
140 void IN_RightUp(void) {KeyUp(&in_right);}
141 void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 void IN_BackDown(void) {KeyDown(&in_back);}
144 void IN_BackUp(void) {KeyUp(&in_back);}
145 void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
154 void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
159 void IN_AttackDown(void) {KeyDown(&in_attack);}
160 void IN_AttackUp(void) {KeyUp(&in_attack);}
162 void IN_UseDown(void) {KeyDown(&in_use);}
163 void IN_UseUp(void) {KeyUp(&in_use);}
165 // LordHavoc: added 6 new buttons
166 void IN_Button3Down(void) {KeyDown(&in_button3);}
167 void IN_Button3Up(void) {KeyUp(&in_button3);}
168 void IN_Button4Down(void) {KeyDown(&in_button4);}
169 void IN_Button4Up(void) {KeyUp(&in_button4);}
170 void IN_Button5Down(void) {KeyDown(&in_button5);}
171 void IN_Button5Up(void) {KeyUp(&in_button5);}
172 void IN_Button6Down(void) {KeyDown(&in_button6);}
173 void IN_Button6Up(void) {KeyUp(&in_button6);}
174 void IN_Button7Down(void) {KeyDown(&in_button7);}
175 void IN_Button7Up(void) {KeyUp(&in_button7);}
176 void IN_Button8Down(void) {KeyDown(&in_button8);}
177 void IN_Button8Up(void) {KeyUp(&in_button8);}
179 void IN_Button9Down(void) {KeyDown(&in_button9);}
180 void IN_Button9Up(void) {KeyUp(&in_button9);}
181 void IN_Button10Down(void) {KeyDown(&in_button10);}
182 void IN_Button10Up(void) {KeyUp(&in_button10);}
183 void IN_Button11Down(void) {KeyDown(&in_button11);}
184 void IN_Button11Up(void) {KeyUp(&in_button11);}
185 void IN_Button12Down(void) {KeyDown(&in_button12);}
186 void IN_Button12Up(void) {KeyUp(&in_button12);}
187 void IN_Button13Down(void) {KeyDown(&in_button13);}
188 void IN_Button13Up(void) {KeyUp(&in_button13);}
189 void IN_Button14Down(void) {KeyDown(&in_button14);}
190 void IN_Button14Up(void) {KeyUp(&in_button14);}
191 void IN_Button15Down(void) {KeyDown(&in_button15);}
192 void IN_Button15Up(void) {KeyUp(&in_button15);}
193 void IN_Button16Down(void) {KeyDown(&in_button16);}
194 void IN_Button16Up(void) {KeyUp(&in_button16);}
196 void IN_JumpDown (void) {KeyDown(&in_jump);}
197 void IN_JumpUp (void) {KeyUp(&in_jump);}
199 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
205 Returns 0.25 if a key was pressed and released during the frame,
206 0.5 if it was pressed and held
207 0 if held then released, and
208 1.0 if held for the entire time
211 float CL_KeyState (kbutton_t *key)
214 qboolean impulsedown, impulseup, down;
216 impulsedown = key->state & 2;
217 impulseup = key->state & 4;
218 down = key->state & 1;
221 if (impulsedown && !impulseup)
224 val = 0.5; // pressed and held this frame
226 val = 0; // I_Error ();
228 if (impulseup && !impulsedown)
231 val = 0; // I_Error ();
233 val = 0; // released this frame
235 if (!impulsedown && !impulseup)
238 val = 1.0; // held the entire frame
240 val = 0; // up the entire frame
242 if (impulsedown && impulseup)
245 val = 0.75; // released and re-pressed this frame
247 val = 0.25; // pressed and released this frame
250 key->state &= 1; // clear impulses
258 //==========================================================================
260 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
261 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
262 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
263 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
265 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
267 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
268 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
270 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
272 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
273 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
274 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
275 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
276 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)"};
277 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
278 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)"};
279 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
280 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
281 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)"};
282 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
283 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
285 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
286 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
288 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
295 Moves the local angle positions
298 void CL_AdjustAngles (void)
303 if (in_speed.state & 1)
304 speed = host_realframetime * cl_anglespeedkey.value;
306 speed = host_realframetime;
308 if (!(in_strafe.state & 1))
310 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
311 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
313 if (in_klook.state & 1)
316 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
317 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
320 up = CL_KeyState (&in_lookup);
321 down = CL_KeyState(&in_lookdown);
323 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
324 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
329 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
330 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
331 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
332 if (cl.viewangles[YAW] >= 180)
333 cl.viewangles[YAW] -= 360;
334 if (cl.viewangles[PITCH] >= 180)
335 cl.viewangles[PITCH] -= 360;
336 if (cl.viewangles[ROLL] >= 180)
337 cl.viewangles[ROLL] -= 360;
339 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
340 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
343 qboolean cl_ignoremousemove = false;
349 Send the intended movement message to the server
356 static float old_mouse_x = 0, old_mouse_y = 0;
358 // clamp before the move to prevent starting with bad angles
361 // get basic movement from keyboard
362 // PRYDON_CLIENTCURSOR needs to survive basemove resets
363 VectorCopy (cl.cmd.cursor_screen, temp);
364 memset (&cl.cmd, 0, sizeof(cl.cmd));
365 VectorCopy (temp, cl.cmd.cursor_screen);
367 if (in_strafe.state & 1)
369 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
370 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
373 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
374 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
376 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
377 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
379 if (! (in_klook.state & 1) )
381 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
382 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
385 // adjust for speed key
386 if (in_speed.state & 1)
388 cl.cmd.forwardmove *= cl_movespeedkey.value;
389 cl.cmd.sidemove *= cl_movespeedkey.value;
390 cl.cmd.upmove *= cl_movespeedkey.value;
396 // allow mice or other external controllers to add to the move
399 // ignore a mouse move if mouse was activated/deactivated this frame
400 if (cl_ignoremousemove)
402 cl_ignoremousemove = false;
407 // apply m_filter if it is on
410 if (m_filter.integer)
412 in_mouse_x = (mx + old_mouse_x) * 0.5;
413 in_mouse_y = (my + old_mouse_y) * 0.5;
418 // if not in menu, apply mouse move to viewangles/movement
419 if (!cl.csqc_wantsmousemove && in_client_mouse)
421 if (cl_prydoncursor.integer)
423 // mouse interacting with the scene, mostly stationary view
425 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
426 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
428 else if (in_strafe.state & 1)
430 // strafing mode, all looking is movement
432 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
433 if (noclip_anglehack)
434 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
436 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
438 else if ((in_mlook.state & 1) || freelook.integer)
440 // mouselook, lookstrafe causes turning to become strafing
442 if (lookstrafe.integer)
443 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
445 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
446 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
450 // non-mouselook, yaw turning and forward/back movement
451 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
452 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
456 // clamp after the move to prevent rendering with bad angles
460 #include "cl_collision.h"
462 extern void V_CalcRefdef(void);
463 void CL_UpdatePrydonCursor(void)
467 if (!cl_prydoncursor.integer)
468 VectorClear(cl.cmd.cursor_screen);
471 if (cl.cmd.cursor_screen[0] < -1)
473 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
474 cl.cmd.cursor_screen[0] = -1;
476 if (cl.cmd.cursor_screen[0] > 1)
478 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
479 cl.cmd.cursor_screen[0] = 1;
481 if (cl.cmd.cursor_screen[1] < -1)
483 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
484 cl.cmd.cursor_screen[1] = -1;
486 if (cl.cmd.cursor_screen[1] > 1)
488 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
489 cl.cmd.cursor_screen[1] = 1;
492 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
493 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
494 cl.cmd.cursor_screen[2] = 1;
496 scale[0] = -r_refdef.frustum_x;
497 scale[1] = -r_refdef.frustum_y;
501 VectorScale(scale, 1000000, scale);
503 // calculate current view matrix
506 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
507 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
508 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
509 // trace from view origin to the cursor
510 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, false);
511 // makes sparks where cursor is
512 //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
515 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
519 // remove stale queue items
520 n = cl.movement_numqueue;
521 cl.movement_numqueue = 0;
522 if (cl.servermovesequence)
524 for (i = 0;i < n;i++)
525 if (cl.movement_queue[i].sequence > cl.servermovesequence)
526 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
530 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
531 for (i = 0;i < n;i++)
532 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
533 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
535 // add to input queue if there is room
536 if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
538 // add to input queue
539 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
540 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
541 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
542 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
543 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
544 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
545 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
546 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
547 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
548 cl.movement_numqueue++;
550 cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
551 // clear queue if client movement is disabled
553 cl.movement_numqueue = 0;
554 cl.movement_replay = true;
557 void CL_ClientMovement_Replay(void)
573 vec3_t currentorigin;
574 vec3_t currentvelocity;
581 vec3_t currentorigin2;
587 if (!cl.movement_replay)
589 cl.movement_replay = false;
591 // fetch current starting values
592 VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
593 VectorCopy(cl.mvelocity[0], currentvelocity);
594 // FIXME: try minor nudges in various directions if startsolid to find a
595 // safe place to start the walk (due to network compression in some
596 // protocols this starts in solid)
597 //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
598 crouch = false; // this will be updated on first move
601 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
602 VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
603 trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
604 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
605 //Con_Printf("%f: ", cl.mtime[0]);
607 // replay the input queue to predict current location
608 // note: this relies on the fact there's always one queue item at the end
610 for (i = 0;i < cl.movement_numqueue;i++)
612 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
613 frametime = q->frametime;
614 //Con_Printf(" %f", frametime);
619 // wants to crouch, this always works...
625 // wants to stand, if currently crouching we need to check for a
629 trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
630 if (!trace.startsolid)
636 playermins = cl_playercrouchmins;
637 playermaxs = cl_playercrouchmaxs;
641 playermins = cl_playerstandmins;
642 playermaxs = cl_playerstandmaxs;
644 // change velocity according to q->viewangles and q->move
645 contents = CL_PointSuperContents(currentorigin);
646 if (contents & SUPERCONTENTS_LIQUIDSMASK)
649 AngleVectors(q->viewangles, forward, right, up);
650 VectorSet(up, 0, 0, 1);
651 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
652 wishspeed = VectorLength(wishvel);
654 VectorScale(wishvel, 1 / wishspeed, wishdir);
656 VectorSet( wishdir, 0.0, 0.0, 0.0 );
657 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
661 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
662 f = wishspeed - DotProduct(currentvelocity, wishdir);
665 f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
666 VectorMA(currentvelocity, f, wishdir, currentvelocity);
670 if (contents & SUPERCONTENTS_LAVA)
671 currentvelocity[2] = 50;
672 else if (contents & SUPERCONTENTS_SLIME)
673 currentvelocity[2] = 80;
676 if (gamemode == GAME_NEXUIZ)
677 currentvelocity[2] = 200;
679 currentvelocity[2] = 100;
686 if (onground && q->jump)
688 currentvelocity[2] += cl_movement_jumpvelocity.value;
691 VectorSet(yawangles, 0, q->viewangles[1], 0);
692 AngleVectors(yawangles, forward, right, up);
693 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
694 wishspeed = VectorLength(wishvel);
696 VectorScale(wishvel, 1 / wishspeed, wishdir);
698 VectorSet( wishdir, 0.0, 0.0, 0.0 );
699 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
705 // apply ground friction
706 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
710 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
711 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
712 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
713 if (trace.fraction == 1)
714 edgefriction = cl_movement_edgefriction.value;
717 f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
719 VectorScale(currentvelocity, f, currentvelocity);
723 // apply air speed limit
724 wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
726 if (gamemode == GAME_NEXUIZ)
727 addspeed = wishspeed;
729 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
732 accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
733 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
735 currentvelocity[2] -= cl_gravity.value * frametime;
738 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
742 playermins = cl_playercrouchmins;
743 playermaxs = cl_playercrouchmaxs;
747 playermins = cl_playerstandmins;
748 playermaxs = cl_playerstandmaxs;
751 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
753 VectorMA(currentorigin, t, currentvelocity, neworigin);
754 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
755 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
757 // may be a step or wall, try stepping up
758 // first move forward at a higher level
759 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
760 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
761 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
762 // then move down from there
763 VectorCopy(trace2.endpos, currentorigin2);
764 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
765 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
766 //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]);
767 // accept the new trace if it made some progress
768 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
771 VectorCopy(trace3.endpos, trace.endpos);
774 if (trace.fraction == 1)
776 VectorCopy(trace.endpos, currentorigin);
779 if (trace.plane.normal[2] > 0.7)
781 t *= 1 - trace.fraction;
782 if (trace.fraction >= 0.001)
783 VectorCopy(trace.endpos, currentorigin);
784 f = DotProduct(currentvelocity, trace.plane.normal);
785 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
789 // store replay location
790 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
791 VectorCopy(currentorigin, cl.movement_origin);
792 VectorCopy(currentvelocity, cl.movement_velocity);
793 //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
794 //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
802 void CL_SendMove(void)
807 unsigned char data[128];
808 #define MOVEAVERAGING 0
810 static float forwardmove, sidemove, upmove, total; // accumulation
812 float forwardmove, sidemove, upmove;
816 // accumulate changes between messages
817 forwardmove += cl.cmd.forwardmove;
818 sidemove += cl.cmd.sidemove;
819 upmove += cl.cmd.upmove;
822 if (cls.signon != SIGNONS)
825 // average the accumulated changes
826 total = 1.0f / total;
827 forwardmove *= total;
832 // use the latest values
833 forwardmove = cl.cmd.forwardmove;
834 sidemove = cl.cmd.sidemove;
835 upmove = cl.cmd.upmove;
838 CL_UpdatePrydonCursor();
845 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
847 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
848 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
849 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
850 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
851 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
852 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
853 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
854 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
855 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
856 if (key_dest != key_game || key_consoleactive) bits |= 512;
857 if (cl_prydoncursor.integer) bits |= 1024;
858 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
859 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
860 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
861 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
862 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
863 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
864 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
865 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
866 // button bits 19-31 unused currently
867 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
868 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
869 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
870 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
871 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
875 // always dump the first two messages, because they may contain leftover inputs from the last level
876 if (++cl.movemessages >= 2)
878 // send the movement message
879 // PROTOCOL_QUAKE clc_move = 16 bytes total
880 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
881 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
882 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
883 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
884 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
885 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
886 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
887 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
888 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
889 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
892 MSG_WriteByte (&buf, clc_move);
893 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
895 for (i = 0;i < 3;i++)
896 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
898 MSG_WriteCoord16i (&buf, forwardmove);
899 MSG_WriteCoord16i (&buf, sidemove);
900 MSG_WriteCoord16i (&buf, upmove);
902 MSG_WriteByte (&buf, bits);
903 MSG_WriteByte (&buf, in_impulse);
905 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
908 MSG_WriteByte (&buf, clc_move);
909 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
911 for (i = 0;i < 3;i++)
912 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
914 MSG_WriteCoord16i (&buf, forwardmove);
915 MSG_WriteCoord16i (&buf, sidemove);
916 MSG_WriteCoord16i (&buf, upmove);
918 MSG_WriteByte (&buf, bits);
919 MSG_WriteByte (&buf, in_impulse);
921 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
924 MSG_WriteByte (&buf, clc_move);
925 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
927 for (i = 0;i < 3;i++)
928 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
930 MSG_WriteCoord16i (&buf, forwardmove);
931 MSG_WriteCoord16i (&buf, sidemove);
932 MSG_WriteCoord16i (&buf, upmove);
934 MSG_WriteByte (&buf, bits);
935 MSG_WriteByte (&buf, in_impulse);
940 MSG_WriteByte (&buf, clc_move);
941 if (cl.protocol != PROTOCOL_DARKPLACES6)
943 if (cl_movement.integer)
946 MSG_WriteLong (&buf, cl.movesequence);
949 MSG_WriteLong (&buf, 0);
951 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
953 for (i = 0;i < 3;i++)
954 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
956 MSG_WriteCoord16i (&buf, forwardmove);
957 MSG_WriteCoord16i (&buf, sidemove);
958 MSG_WriteCoord16i (&buf, upmove);
960 MSG_WriteLong (&buf, bits);
961 MSG_WriteByte (&buf, in_impulse);
962 // PRYDON_CLIENTCURSOR
964 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
965 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
966 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
967 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
968 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
969 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
970 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
971 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
972 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
977 forwardmove = sidemove = upmove = 0;
981 // ack the last few frame numbers
982 // (redundent to improve handling of client->server packet loss)
983 // for LATESTFRAMENUMS == 3 case this is 15 bytes
984 for (i = 0;i < LATESTFRAMENUMS;i++)
986 if (cl.latestframenums[i] > 0)
988 if (developer_networkentities.integer >= 1)
989 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
990 MSG_WriteByte(&buf, clc_ackframe);
991 MSG_WriteLong(&buf, cl.latestframenums[i]);
995 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
996 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
998 // deliver the message
999 if (cls.demoplayback)
1005 // FIXME: bits & 16 is +button5, Nexuiz specific
1006 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1008 if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
1010 Con_Print("CL_SendMove: lost server connection\n");
1012 Host_ShutdownServer(false);
1021 void CL_InitInput (void)
1023 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1024 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1025 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1026 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1027 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1028 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1029 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1030 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1031 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1032 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1033 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1034 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1035 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1036 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1037 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1038 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1039 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1040 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1041 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1042 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1043 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1044 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1045 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1046 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1047 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1048 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1049 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1050 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1051 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1052 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1053 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1054 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1055 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1057 // LordHavoc: added use button
1058 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1059 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1061 // LordHavoc: added 6 new buttons
1062 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1063 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1064 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1065 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button3");
1066 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button4 (behavior depends on mod)");
1067 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button3");
1068 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button4 (behavior depends on mod)");
1069 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button3");
1070 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button4 (behavior depends on mod)");
1071 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button3");
1072 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button4 (behavior depends on mod)");
1073 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button3");
1074 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button4 (behavior depends on mod)");
1075 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button3");
1076 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button4 (behavior depends on mod)");
1077 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button3");
1078 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button4 (behavior depends on mod)");
1079 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button3");
1080 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button4 (behavior depends on mod)");
1081 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button3");
1082 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button4 (behavior depends on mod)");
1083 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button3");
1084 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button4 (behavior depends on mod)");
1085 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button3");
1086 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button4 (behavior depends on mod)");
1087 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button3");
1088 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button4 (behavior depends on mod)");
1089 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button3");
1091 Cvar_RegisterVariable(&cl_movement);
1092 Cvar_RegisterVariable(&cl_movement_latency);
1093 Cvar_RegisterVariable(&cl_movement_maxspeed);
1094 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1095 Cvar_RegisterVariable(&cl_movement_stopspeed);
1096 Cvar_RegisterVariable(&cl_movement_friction);
1097 Cvar_RegisterVariable(&cl_movement_edgefriction);
1098 Cvar_RegisterVariable(&cl_movement_stepheight);
1099 Cvar_RegisterVariable(&cl_movement_accelerate);
1100 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1101 Cvar_RegisterVariable(&cl_gravity);
1102 Cvar_RegisterVariable(&cl_slowmo);
1104 Cvar_RegisterVariable(&in_pitch_min);
1105 Cvar_RegisterVariable(&in_pitch_max);
1106 Cvar_RegisterVariable(&m_filter);