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));}
204 Returns 0.25 if a key was pressed and released during the frame,
205 0.5 if it was pressed and held
206 0 if held then released, and
207 1.0 if held for the entire time
210 float CL_KeyState (kbutton_t *key)
213 qboolean impulsedown, impulseup, down;
215 impulsedown = key->state & 2;
216 impulseup = key->state & 4;
217 down = key->state & 1;
220 if (impulsedown && !impulseup)
223 val = 0.5; // pressed and held this frame
225 val = 0; // I_Error ();
227 if (impulseup && !impulsedown)
230 val = 0; // I_Error ();
232 val = 0; // released this frame
234 if (!impulsedown && !impulseup)
237 val = 1.0; // held the entire frame
239 val = 0; // up the entire frame
241 if (impulsedown && impulseup)
244 val = 0.75; // released and re-pressed this frame
246 val = 0.25; // pressed and released this frame
249 key->state &= 1; // clear impulses
257 //==========================================================================
259 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
260 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
261 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
262 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
264 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
266 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
267 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
269 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
271 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
272 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"};
273 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
274 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
275 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)"};
276 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
277 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
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_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"};
282 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-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"};
283 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)"};
284 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
285 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
287 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
288 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
290 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
292 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
294 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
301 Moves the local angle positions
304 void CL_AdjustAngles (void)
309 if (in_speed.state & 1)
310 speed = cl.realframetime * cl_anglespeedkey.value;
312 speed = cl.realframetime;
314 if (!(in_strafe.state & 1))
316 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
317 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
319 if (in_klook.state & 1)
322 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
323 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
326 up = CL_KeyState (&in_lookup);
327 down = CL_KeyState(&in_lookdown);
329 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
330 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
335 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
336 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
337 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
338 if (cl.viewangles[YAW] >= 180)
339 cl.viewangles[YAW] -= 360;
340 if (cl.viewangles[PITCH] >= 180)
341 cl.viewangles[PITCH] -= 360;
342 if (cl.viewangles[ROLL] >= 180)
343 cl.viewangles[ROLL] -= 360;
345 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
346 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
349 qboolean cl_ignoremousemove = false;
355 Send the intended movement message to the server
361 static float old_mouse_x = 0, old_mouse_y = 0;
363 // clamp before the move to prevent starting with bad angles
366 // reset some of the command fields
367 cl.cmd.forwardmove = 0;
371 // get basic movement from keyboard
372 if (in_strafe.state & 1)
374 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
375 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
378 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
379 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
381 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
382 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
384 if (! (in_klook.state & 1) )
386 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
387 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
390 // adjust for speed key
391 if (in_speed.state & 1)
393 cl.cmd.forwardmove *= cl_movespeedkey.value;
394 cl.cmd.sidemove *= cl_movespeedkey.value;
395 cl.cmd.upmove *= cl_movespeedkey.value;
401 // allow mice or other external controllers to add to the move
404 // ignore a mouse move if mouse was activated/deactivated this frame
405 if (cl_ignoremousemove)
407 cl_ignoremousemove = false;
412 // apply m_filter if it is on
415 if (m_filter.integer)
417 in_mouse_x = (mx + old_mouse_x) * 0.5;
418 in_mouse_y = (my + old_mouse_y) * 0.5;
423 // if not in menu, apply mouse move to viewangles/movement
424 if (!cl.csqc_wantsmousemove && in_client_mouse)
426 if (cl_prydoncursor.integer)
428 // mouse interacting with the scene, mostly stationary view
430 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
431 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
433 else if (in_strafe.state & 1)
435 // strafing mode, all looking is movement
437 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
438 if (noclip_anglehack)
439 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
441 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
443 else if ((in_mlook.state & 1) || freelook.integer)
445 // mouselook, lookstrafe causes turning to become strafing
447 if (lookstrafe.integer)
448 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
450 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
451 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
455 // non-mouselook, yaw turning and forward/back movement
456 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
457 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
461 // clamp after the move to prevent rendering with bad angles
465 #include "cl_collision.h"
467 extern void V_CalcRefdef(void);
468 void CL_UpdatePrydonCursor(void)
472 if (!cl_prydoncursor.integer)
473 VectorClear(cl.cmd.cursor_screen);
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[0] > 1)
483 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
484 cl.cmd.cursor_screen[0] = 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;
491 if (cl.cmd.cursor_screen[1] > 1)
493 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
494 cl.cmd.cursor_screen[1] = 1;
497 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
498 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
499 cl.cmd.cursor_screen[2] = 1;
501 scale[0] = -r_view.frustum_x;
502 scale[1] = -r_view.frustum_y;
506 VectorScale(scale, 1000000, scale);
508 // calculate current view matrix
511 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
512 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
513 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
514 // trace from view origin to the cursor
515 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);
518 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
522 // remove stale queue items
523 n = cl.movement_numqueue;
524 cl.movement_numqueue = 0;
525 for (i = 0;i < n;i++)
527 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
528 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
530 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
532 // add to input queue if there is room
533 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
535 // add to input queue
536 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
537 cl.movement_queue[cl.movement_numqueue].time = realtime;
538 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
539 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
540 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
541 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
542 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
543 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
544 cl.movement_queue[cl.movement_numqueue].crouch = false;
545 cl.movement_numqueue++;
547 cl.movement_replay = true;
550 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
554 double lasttime = (cls.protocol == PROTOCOL_DARKPLACES6 || cls.protocol == PROTOCOL_DARKPLACES7) ? cl.mtime[1] : (cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0);
555 // remove stale queue items
556 n = cl.movement_numqueue;
557 cl.movement_numqueue = 0;
558 if (cl.servermovesequence)
560 for (i = 0;i < n;i++)
562 if (cl.movement_queue[i].sequence > cl.servermovesequence)
563 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
565 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
570 for (i = 0;i < n;i++)
572 if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
573 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
575 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
578 // add to input queue if there is room
579 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
581 // add to input queue
582 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
583 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
584 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
585 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
586 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
587 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
588 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
589 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
590 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
591 cl.movement_numqueue++;
593 cl.movement_replay = true;
596 typedef enum waterlevel_e
605 typedef struct cl_clientmovement_state_s
610 // current bounding box (different if crouched vs standing)
613 // currently on the ground
615 // currently crouching
617 // whether jump button has been released since last jump
619 // what kind of water (SUPERCONTENTS_LAVA for instance)
622 waterlevel_t waterlevel;
623 // weird hacks when jumping out of water
624 // (this is in seconds and counts down to 0)
627 // movement parameters for physics code
628 float movevars_gravity;
629 float movevars_stopspeed;
630 float movevars_maxspeed;
631 float movevars_spectatormaxspeed;
632 float movevars_accelerate;
633 float movevars_airaccelerate;
634 float movevars_wateraccelerate;
635 float movevars_friction;
636 float movevars_waterfriction;
637 float movevars_entgravity;
638 float movevars_jumpvelocity;
639 float movevars_edgefriction;
640 float movevars_maxairspeed;
641 float movevars_stepheight;
644 client_movementqueue_t q;
646 cl_clientmovement_state_t;
648 #define NUMOFFSETS 27
649 static vec3_t offsets[NUMOFFSETS] =
651 // 1 no nudge (just return the original if this test passes)
652 { 0.000, 0.000, 0.000},
654 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
655 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
656 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
657 // 4 diagonal flat nudges
658 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
659 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
660 // 8 diagonal upward nudges
661 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
662 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
663 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
664 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
665 // 8 diagonal downward nudges
666 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
667 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
668 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
669 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
672 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
676 for (i = 0;i < NUMOFFSETS;i++)
678 VectorAdd(offsets[i], s->origin, neworigin);
679 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
681 VectorCopy(neworigin, s->origin);
685 // if all offsets failed, give up
689 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
691 vec3_t origin1, origin2;
694 // make sure player is not stuck
695 CL_ClientMovement_Unstick(s);
700 // wants to crouch, this always works..
706 // wants to stand, if currently crouching we need to check for a
710 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
711 if (!trace.startsolid)
717 VectorCopy(cl.playercrouchmins, s->mins);
718 VectorCopy(cl.playercrouchmaxs, s->maxs);
722 VectorCopy(cl.playerstandmins, s->mins);
723 VectorCopy(cl.playerstandmaxs, s->maxs);
727 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
728 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
729 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
730 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
732 // set watertype/waterlevel
733 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
734 s->waterlevel = WATERLEVEL_NONE;
735 s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
738 s->waterlevel = WATERLEVEL_WETFEET;
739 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
740 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
742 s->waterlevel = WATERLEVEL_SWIMMING;
743 origin1[2] = s->origin[2] + 22;
744 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
745 s->waterlevel = WATERLEVEL_SUBMERGED;
749 // water jump prediction
750 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
751 s->waterjumptime = 0;
754 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
760 vec3_t currentorigin2;
762 vec3_t primalvelocity;
766 CL_ClientMovement_UpdateStatus(s);
767 VectorCopy(s->velocity, primalvelocity);
768 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
770 VectorMA(s->origin, t, s->velocity, neworigin);
771 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
772 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
774 // may be a step or wall, try stepping up
775 // first move forward at a higher level
776 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
777 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
778 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
779 if (!trace2.startsolid)
781 // then move down from there
782 VectorCopy(trace2.endpos, currentorigin2);
783 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
784 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
785 //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]);
786 // accept the new trace if it made some progress
787 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
790 VectorCopy(trace3.endpos, trace.endpos);
795 // check if it moved at all
796 if (trace.fraction >= 0.001)
797 VectorCopy(trace.endpos, s->origin);
799 // check if it moved all the way
800 if (trace.fraction == 1)
803 //if (trace.plane.normal[2] > 0.7)
804 // s->onground = true;
806 t -= t * trace.fraction;
808 f = DotProduct(s->velocity, trace.plane.normal);
809 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
811 if (s->waterjumptime > 0)
812 VectorCopy(primalvelocity, s->velocity);
816 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
823 // water jump only in certain situations
824 // this mimics quakeworld code
825 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
830 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
831 AngleVectors(yawangles, forward, NULL, NULL);
832 VectorMA(s->origin, 24, forward, spot);
834 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
837 if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
839 VectorScale(forward, 50, s->velocity);
840 s->velocity[2] = 310;
841 s->waterjumptime = 2;
848 if (!VectorLength2(s->q.move))
850 // drift towards bottom
851 VectorSet(wishvel, 0, 0, -60);
859 // calculate movement vector
860 AngleVectors(s->q.viewangles, forward, right, up);
861 VectorSet(up, 0, 0, 1);
862 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
865 // split wishvel into wishspeed and wishdir
866 wishspeed = VectorLength(wishvel);
868 VectorScale(wishvel, 1 / wishspeed, wishdir);
870 VectorSet( wishdir, 0.0, 0.0, 0.0 );
871 wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
876 if (s->waterjumptime <= 0)
879 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
881 VectorScale(s->velocity, f, s->velocity);
883 // water acceleration
884 f = wishspeed - DotProduct(s->velocity, wishdir);
887 f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
888 VectorMA(s->velocity, f, wishdir, s->velocity);
891 // holding jump button swims upward slowly
894 if (s->watertype & SUPERCONTENTS_LAVA)
896 else if (s->watertype & SUPERCONTENTS_SLIME)
900 if (gamemode == GAME_NEXUIZ)
901 s->velocity[2] = 200;
903 s->velocity[2] = 100;
908 CL_ClientMovement_Move(s);
911 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
926 // jump if on ground with jump button pressed but only if it has been
927 // released at least once since the last jump
928 if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
930 s->velocity[2] += s->movevars_jumpvelocity;
935 // calculate movement vector
936 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
937 AngleVectors(yawangles, forward, right, up);
938 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
940 // split wishvel into wishspeed and wishdir
941 wishspeed = VectorLength(wishvel);
943 VectorScale(wishvel, 1 / wishspeed, wishdir);
945 VectorSet( wishdir, 0.0, 0.0, 0.0 );
946 wishspeed = min(wishspeed, s->movevars_maxspeed);
953 // apply edge friction
954 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
955 friction = s->movevars_friction;
956 if (f > 0 && s->movevars_edgefriction != 1)
960 // note: QW uses the full player box for the trace, and yet still
961 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
962 // this mimics it for compatibility
963 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
964 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
965 if (cls.protocol == PROTOCOL_QUAKEWORLD)
966 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
968 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
969 if (trace.fraction == 1 && !trace.startsolid)
970 friction *= s->movevars_edgefriction;
972 // apply ground friction
973 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
975 VectorScale(s->velocity, f, s->velocity);
976 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
979 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
980 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
982 s->velocity[2] -= cl_gravity.value * s->q.frametime;
983 if (cls.protocol == PROTOCOL_QUAKEWORLD)
985 if (VectorLength2(s->velocity))
986 CL_ClientMovement_Move(s);
990 if (s->waterjumptime <= 0)
992 // apply air speed limit
993 wishspeed = min(wishspeed, s->movevars_maxairspeed);
994 // Nexuiz has no upper bound on air acceleration, but little control
995 if (gamemode == GAME_NEXUIZ)
996 addspeed = wishspeed;
998 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1001 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1002 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1005 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1006 CL_ClientMovement_Move(s);
1010 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1012 //Con_Printf(" %f", frametime);
1015 s->waterjumptime -= s->q.frametime;
1016 CL_ClientMovement_UpdateStatus(s);
1017 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1018 CL_ClientMovement_Physics_Swim(s);
1020 CL_ClientMovement_Physics_Walk(s);
1023 void CL_ClientMovement_Replay(void)
1026 cl_clientmovement_state_t s;
1028 if (!cl.movement_replay)
1030 cl.movement_replay = false;
1032 // set up starting state for the series of moves
1033 memset(&s, 0, sizeof(s));
1034 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1035 VectorCopy(cl.mvelocity[0], s.velocity);
1036 s.crouched = true; // will be updated on first move
1037 s.canjump = cl.movement_replay_canjump;
1039 // set up movement variables
1040 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1042 s.movevars_gravity = cl.qw_movevars_gravity;
1043 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1044 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1045 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1046 s.movevars_accelerate = cl.qw_movevars_accelerate;
1047 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1048 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1049 s.movevars_friction = cl.qw_movevars_friction;
1050 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1051 s.movevars_entgravity = cl.qw_movevars_entgravity;
1052 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1053 s.movevars_edgefriction = cl_movement_edgefriction.value;
1054 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1055 s.movevars_stepheight = cl_movement_stepheight.value;
1059 s.movevars_gravity = sv_gravity.value;
1060 s.movevars_stopspeed = cl_movement_stopspeed.value;
1061 s.movevars_maxspeed = cl_movement_maxspeed.value;
1062 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1063 s.movevars_accelerate = cl_movement_accelerate.value;
1064 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1065 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1066 s.movevars_friction = cl_movement_friction.value;
1067 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1068 s.movevars_entgravity = 1;
1069 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1070 s.movevars_edgefriction = cl_movement_edgefriction.value;
1071 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1072 s.movevars_stepheight = cl_movement_stepheight.value;
1075 cl.movement_predicted = (cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
1076 if (cl.movement_predicted)
1078 //Con_Printf("%f: ", cl.mtime[0]);
1080 // replay the input queue to predict current location
1081 // note: this relies on the fact there's always one queue item at the end
1083 for (i = 0;i < cl.movement_numqueue;i++)
1085 s.q = cl.movement_queue[i];
1086 // if a move is more than 50ms, do it as two moves (matching qwsv)
1087 if (s.q.frametime > 0.05)
1089 s.q.frametime *= 0.5;
1090 CL_ClientMovement_PlayerMove(&s);
1092 CL_ClientMovement_PlayerMove(&s);
1097 // get the first movement queue entry to know whether to crouch and such
1098 s.q = cl.movement_queue[0];
1100 // store replay location
1101 CL_ClientMovement_UpdateStatus(&s);
1102 cl.onground = s.onground;
1103 cl.movement_time[1] = cl.movement_time[0];
1104 cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1105 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1106 VectorCopy(s.origin, cl.movement_origin);
1107 VectorCopy(s.velocity, cl.movement_velocity);
1108 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1109 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1112 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1117 if (to->angles[0] != from->angles[0])
1118 bits |= QW_CM_ANGLE1;
1119 if (to->angles[1] != from->angles[1])
1120 bits |= QW_CM_ANGLE2;
1121 if (to->angles[2] != from->angles[2])
1122 bits |= QW_CM_ANGLE3;
1123 if (to->forwardmove != from->forwardmove)
1124 bits |= QW_CM_FORWARD;
1125 if (to->sidemove != from->sidemove)
1127 if (to->upmove != from->upmove)
1129 if (to->buttons != from->buttons)
1130 bits |= QW_CM_BUTTONS;
1131 if (to->impulse != from->impulse)
1132 bits |= QW_CM_IMPULSE;
1134 MSG_WriteByte(buf, bits);
1135 if (bits & QW_CM_ANGLE1)
1136 MSG_WriteAngle16i(buf, to->angles[0]);
1137 if (bits & QW_CM_ANGLE2)
1138 MSG_WriteAngle16i(buf, to->angles[1]);
1139 if (bits & QW_CM_ANGLE3)
1140 MSG_WriteAngle16i(buf, to->angles[2]);
1141 if (bits & QW_CM_FORWARD)
1142 MSG_WriteShort(buf, to->forwardmove);
1143 if (bits & QW_CM_SIDE)
1144 MSG_WriteShort(buf, to->sidemove);
1145 if (bits & QW_CM_UP)
1146 MSG_WriteShort(buf, to->upmove);
1147 if (bits & QW_CM_BUTTONS)
1148 MSG_WriteByte(buf, to->buttons);
1149 if (bits & QW_CM_IMPULSE)
1150 MSG_WriteByte(buf, to->impulse);
1151 MSG_WriteByte(buf, to->msec);
1159 extern cvar_t cl_netinputpacketspersecond;
1160 void CL_SendMove(void)
1166 unsigned char data[128];
1167 static double lastsendtime = 0;
1168 #define MOVEAVERAGING 0
1170 static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1172 float forwardmove, sidemove, upmove;
1174 // if playing a demo, do nothing
1179 // accumulate changes between messages
1180 accumforwardmove += cl.cmd.forwardmove;
1181 accumsidemove += cl.cmd.sidemove;
1182 accumupmove += cl.cmd.upmove;
1186 if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1188 if (!cl.movement_needupdate)
1190 cl.movement_needupdate = false;
1194 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
1196 // don't let it fall behind if CL_SendMove hasn't been called recently
1197 // (such is the case when framerate is too low for instance)
1198 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
1201 // average the accumulated changes
1202 accumtotal = 1.0f / accumtotal;
1203 forwardmove = accumforwardmove * accumtotal;
1204 sidemove = accumsidemove * accumtotal;
1205 upmove = accumupmove * accumtotal;
1206 accumforwardmove = 0;
1211 // use the latest values
1212 forwardmove = cl.cmd.forwardmove;
1213 sidemove = cl.cmd.sidemove;
1214 upmove = cl.cmd.upmove;
1217 if (cls.signon == SIGNONS)
1218 CL_UpdatePrydonCursor();
1225 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1227 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1228 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1229 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1230 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1231 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1232 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1233 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1234 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1235 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1236 if (key_dest != key_game || key_consoleactive) bits |= 512;
1237 if (cl_prydoncursor.integer) bits |= 1024;
1238 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1239 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1240 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1241 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1242 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1243 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1244 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1245 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1246 // button bits 19-31 unused currently
1247 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1248 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1249 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1250 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1251 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1253 impulse = in_impulse;
1256 csqc_buttons = bits;
1258 if (cls.signon == SIGNONS)
1260 // always dump the first two messages, because they may contain leftover inputs from the last level
1261 if (++cl.movemessages >= 2)
1263 // send the movement message
1264 // PROTOCOL_QUAKE clc_move = 16 bytes total
1265 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1266 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1267 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1268 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1269 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1270 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1271 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1272 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1273 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
1274 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1275 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1279 static double oldmsectime;
1280 qw_usercmd_t *cmd, *oldcmd;
1281 qw_usercmd_t nullcmd;
1283 //Con_Printf("code qw_clc_move\n");
1285 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1286 cmd = &cl.qw_moves[i];
1287 memset(&nullcmd, 0, sizeof(nullcmd));
1288 memset(cmd, 0, sizeof(*cmd));
1289 cmd->buttons = bits;
1290 cmd->impulse = impulse;
1291 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1292 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1293 cmd->upmove = (short)bound(-32768, upmove, 32767);
1294 VectorCopy(cl.viewangles, cmd->angles);
1295 msectime = realtime * 1000;
1296 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1297 // ridiculous value rejection (matches qw)
1298 if (cmd->msec > 250)
1300 oldmsectime = msectime;
1302 CL_ClientMovement_InputQW(cmd);
1304 MSG_WriteByte(&buf, qw_clc_move);
1305 // save the position for a checksum byte
1306 checksumindex = buf.cursize;
1307 MSG_WriteByte(&buf, 0);
1308 // packet loss percentage
1309 // FIXME: netgraph stuff
1310 MSG_WriteByte(&buf, 0);
1311 // write most recent 3 moves
1312 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1313 cmd = &cl.qw_moves[i];
1314 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1316 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1317 cmd = &cl.qw_moves[i];
1318 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1320 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1321 cmd = &cl.qw_moves[i];
1322 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1323 // calculate the checksum
1324 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1325 // if delta compression history overflows, request no delta
1326 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1327 cl.qw_validsequence = 0;
1328 // request delta compression if appropriate
1329 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1331 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1332 MSG_WriteByte(&buf, qw_clc_delta);
1333 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1336 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1338 else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1341 MSG_WriteByte (&buf, clc_move);
1342 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1344 for (i = 0;i < 3;i++)
1345 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1347 MSG_WriteCoord16i (&buf, forwardmove);
1348 MSG_WriteCoord16i (&buf, sidemove);
1349 MSG_WriteCoord16i (&buf, upmove);
1351 MSG_WriteByte (&buf, bits);
1352 MSG_WriteByte (&buf, impulse);
1354 CL_ClientMovement_Input((bits & 2) != 0, false);
1356 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1359 MSG_WriteByte (&buf, clc_move);
1360 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1362 for (i = 0;i < 3;i++)
1363 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1365 MSG_WriteCoord16i (&buf, forwardmove);
1366 MSG_WriteCoord16i (&buf, sidemove);
1367 MSG_WriteCoord16i (&buf, upmove);
1369 MSG_WriteByte (&buf, bits);
1370 MSG_WriteByte (&buf, impulse);
1372 CL_ClientMovement_Input((bits & 2) != 0, false);
1374 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1377 MSG_WriteByte (&buf, clc_move);
1378 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1380 for (i = 0;i < 3;i++)
1381 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1383 MSG_WriteCoord16i (&buf, forwardmove);
1384 MSG_WriteCoord16i (&buf, sidemove);
1385 MSG_WriteCoord16i (&buf, upmove);
1387 MSG_WriteByte (&buf, bits);
1388 MSG_WriteByte (&buf, impulse);
1390 CL_ClientMovement_Input((bits & 2) != 0, false);
1395 MSG_WriteByte (&buf, clc_move);
1396 if (cls.protocol != PROTOCOL_DARKPLACES6)
1398 if (cl_movement.integer)
1401 MSG_WriteLong (&buf, cl.movesequence);
1404 MSG_WriteLong (&buf, 0);
1406 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1408 for (i = 0;i < 3;i++)
1409 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1411 MSG_WriteCoord16i (&buf, forwardmove);
1412 MSG_WriteCoord16i (&buf, sidemove);
1413 MSG_WriteCoord16i (&buf, upmove);
1415 MSG_WriteLong (&buf, bits);
1416 MSG_WriteByte (&buf, impulse);
1417 // PRYDON_CLIENTCURSOR
1419 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1420 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1421 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1422 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1423 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1424 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1425 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1426 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1427 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1429 // FIXME: bits & 16 is +button5, Nexuiz specific
1430 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1434 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1436 // ack the last few frame numbers
1437 // (redundent to improve handling of client->server packet loss)
1438 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1439 for (i = 0;i < LATESTFRAMENUMS;i++)
1441 if (cl.latestframenums[i] > 0)
1443 if (developer_networkentities.integer >= 1)
1444 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1445 MSG_WriteByte(&buf, clc_ackframe);
1446 MSG_WriteLong(&buf, cl.latestframenums[i]);
1451 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1452 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1455 // send the reliable message (forwarded commands) if there is one
1456 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1458 if (cls.netcon->message.overflowed)
1460 Con_Print("CL_SendMove: lost server connection\n");
1462 Host_ShutdownServer();
1471 void CL_InitInput (void)
1473 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1474 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1475 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1476 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1477 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1478 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1479 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1480 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1481 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1482 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1483 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1484 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1485 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1486 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1487 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1488 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1489 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1490 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1491 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1492 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1493 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1494 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1495 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1496 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1497 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1498 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1499 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1500 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1501 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1502 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1503 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1504 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1505 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1507 // LordHavoc: added use button
1508 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1509 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1511 // LordHavoc: added 6 new buttons
1512 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1513 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1514 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1515 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1516 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1517 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1518 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1519 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1520 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1521 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1522 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1523 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1524 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1525 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1526 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1527 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1528 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1529 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1530 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1531 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1532 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1533 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1534 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1535 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1536 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1537 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1538 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1539 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1541 Cvar_RegisterVariable(&cl_movement);
1542 Cvar_RegisterVariable(&cl_movement_latency);
1543 Cvar_RegisterVariable(&cl_movement_maxspeed);
1544 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1545 Cvar_RegisterVariable(&cl_movement_stopspeed);
1546 Cvar_RegisterVariable(&cl_movement_friction);
1547 Cvar_RegisterVariable(&cl_movement_edgefriction);
1548 Cvar_RegisterVariable(&cl_movement_stepheight);
1549 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1550 Cvar_RegisterVariable(&cl_movement_accelerate);
1551 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1552 Cvar_RegisterVariable(&cl_gravity);
1553 Cvar_RegisterVariable(&cl_slowmo);
1555 Cvar_RegisterVariable(&in_pitch_min);
1556 Cvar_RegisterVariable(&in_pitch_max);
1557 Cvar_RegisterVariable(&m_filter);
1559 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1561 Cvar_RegisterVariable(&cl_nodelta);