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_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
278 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
279 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
280 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)"};
281 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
282 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
284 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
285 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
287 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
289 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
291 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
298 Moves the local angle positions
301 void CL_AdjustAngles (void)
306 if (in_speed.state & 1)
307 speed = cl.realframetime * cl_anglespeedkey.value;
309 speed = cl.realframetime;
311 if (!(in_strafe.state & 1))
313 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
314 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
316 if (in_klook.state & 1)
319 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
320 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
323 up = CL_KeyState (&in_lookup);
324 down = CL_KeyState(&in_lookdown);
326 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
327 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
332 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
333 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
334 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
335 if (cl.viewangles[YAW] >= 180)
336 cl.viewangles[YAW] -= 360;
337 if (cl.viewangles[PITCH] >= 180)
338 cl.viewangles[PITCH] -= 360;
339 if (cl.viewangles[ROLL] >= 180)
340 cl.viewangles[ROLL] -= 360;
342 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
343 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
346 qboolean cl_ignoremousemove = false;
352 Send the intended movement message to the server
358 static float old_mouse_x = 0, old_mouse_y = 0;
360 // clamp before the move to prevent starting with bad angles
363 // reset some of the command fields
364 cl.cmd.forwardmove = 0;
368 // get basic movement from keyboard
369 if (in_strafe.state & 1)
371 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
372 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
375 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
376 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
378 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
379 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
381 if (! (in_klook.state & 1) )
383 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
384 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
387 // adjust for speed key
388 if (in_speed.state & 1)
390 cl.cmd.forwardmove *= cl_movespeedkey.value;
391 cl.cmd.sidemove *= cl_movespeedkey.value;
392 cl.cmd.upmove *= cl_movespeedkey.value;
398 // allow mice or other external controllers to add to the move
401 // ignore a mouse move if mouse was activated/deactivated this frame
402 if (cl_ignoremousemove)
404 cl_ignoremousemove = false;
409 // apply m_filter if it is on
412 if (m_filter.integer)
414 in_mouse_x = (mx + old_mouse_x) * 0.5;
415 in_mouse_y = (my + old_mouse_y) * 0.5;
420 // if not in menu, apply mouse move to viewangles/movement
421 if (!cl.csqc_wantsmousemove && in_client_mouse)
423 if (cl_prydoncursor.integer)
425 // mouse interacting with the scene, mostly stationary view
427 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
428 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
430 else if (in_strafe.state & 1)
432 // strafing mode, all looking is movement
434 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
435 if (noclip_anglehack)
436 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
438 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
440 else if ((in_mlook.state & 1) || freelook.integer)
442 // mouselook, lookstrafe causes turning to become strafing
444 if (lookstrafe.integer)
445 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
447 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
448 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
452 // non-mouselook, yaw turning and forward/back movement
453 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
454 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
458 // clamp after the move to prevent rendering with bad angles
462 #include "cl_collision.h"
464 extern void V_CalcRefdef(void);
465 void CL_UpdatePrydonCursor(void)
469 if (!cl_prydoncursor.integer)
470 VectorClear(cl.cmd.cursor_screen);
473 if (cl.cmd.cursor_screen[0] < -1)
475 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
476 cl.cmd.cursor_screen[0] = -1;
478 if (cl.cmd.cursor_screen[0] > 1)
480 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
481 cl.cmd.cursor_screen[0] = 1;
483 if (cl.cmd.cursor_screen[1] < -1)
485 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
486 cl.cmd.cursor_screen[1] = -1;
488 if (cl.cmd.cursor_screen[1] > 1)
490 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
491 cl.cmd.cursor_screen[1] = 1;
494 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
495 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
496 cl.cmd.cursor_screen[2] = 1;
498 scale[0] = -r_view.frustum_x;
499 scale[1] = -r_view.frustum_y;
503 VectorScale(scale, 1000000, scale);
505 // calculate current view matrix
508 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
509 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
510 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
511 // trace from view origin to the cursor
512 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);
515 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
519 // remove stale queue items
520 n = cl.movement_numqueue;
521 cl.movement_numqueue = 0;
522 for (i = 0;i < n;i++)
523 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
524 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
525 // add to input queue if there is room
526 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
528 // add to input queue
529 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
530 cl.movement_queue[cl.movement_numqueue].time = realtime;
531 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
532 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
533 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
534 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
535 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
536 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
537 cl.movement_queue[cl.movement_numqueue].crouch = false;
538 cl.movement_numqueue++;
540 cl.movement_replay = true;
543 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
547 double lasttime = cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0;
548 // remove stale queue items
549 n = cl.movement_numqueue;
550 cl.movement_numqueue = 0;
551 if (cl.servermovesequence)
553 for (i = 0;i < n;i++)
554 if (cl.movement_queue[i].sequence > cl.servermovesequence)
555 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
559 for (i = 0;i < n;i++)
560 if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
561 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
563 // add to input queue if there is room
564 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
566 // add to input queue
567 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
568 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
569 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
570 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
571 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
572 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
573 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
574 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
575 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
576 cl.movement_numqueue++;
578 cl.movement_replay = true;
581 typedef enum waterlevel_e
590 typedef struct cl_clientmovement_state_s
595 // current bounding box (different if crouched vs standing)
598 // currently on the ground
600 // currently crouching
602 // whether jump button has been released since last jump
604 // what kind of water (SUPERCONTENTS_LAVA for instance)
607 waterlevel_t waterlevel;
608 // weird hacks when jumping out of water
609 // (this is in seconds and counts down to 0)
612 // movement parameters for physics code
613 float movevars_gravity;
614 float movevars_stopspeed;
615 float movevars_maxspeed;
616 float movevars_spectatormaxspeed;
617 float movevars_accelerate;
618 float movevars_airaccelerate;
619 float movevars_wateraccelerate;
620 float movevars_friction;
621 float movevars_waterfriction;
622 float movevars_entgravity;
623 float movevars_jumpvelocity;
624 float movevars_edgefriction;
625 float movevars_maxairspeed;
626 float movevars_stepheight;
629 client_movementqueue_t q;
631 cl_clientmovement_state_t;
633 #define NUMOFFSETS 27
634 static vec3_t offsets[NUMOFFSETS] =
636 // 1 no nudge (just return the original if this test passes)
637 { 0.000, 0.000, 0.000},
639 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
640 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
641 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
642 // 4 diagonal flat nudges
643 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
644 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
645 // 8 diagonal upward nudges
646 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
647 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
648 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
649 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
650 // 8 diagonal downward nudges
651 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
652 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
653 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
654 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
657 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
661 for (i = 0;i < NUMOFFSETS;i++)
663 VectorAdd(offsets[i], s->origin, neworigin);
664 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
666 VectorCopy(neworigin, s->origin);
670 // if all offsets failed, give up
674 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
676 vec3_t origin1, origin2;
679 // make sure player is not stuck
680 CL_ClientMovement_Unstick(s);
685 // wants to crouch, this always works..
691 // wants to stand, if currently crouching we need to check for a
695 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
696 if (!trace.startsolid)
702 VectorCopy(cl.playercrouchmins, s->mins);
703 VectorCopy(cl.playercrouchmaxs, s->maxs);
707 VectorCopy(cl.playerstandmins, s->mins);
708 VectorCopy(cl.playerstandmaxs, s->maxs);
712 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
713 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
714 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
715 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
717 // set watertype/waterlevel
718 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
719 s->waterlevel = WATERLEVEL_NONE;
720 s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
723 s->waterlevel = WATERLEVEL_WETFEET;
724 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
725 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
727 s->waterlevel = WATERLEVEL_SWIMMING;
728 origin1[2] = s->origin[2] + 22;
729 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
730 s->waterlevel = WATERLEVEL_SUBMERGED;
734 // water jump prediction
735 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
736 s->waterjumptime = 0;
739 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
745 vec3_t currentorigin2;
747 vec3_t primalvelocity;
751 CL_ClientMovement_UpdateStatus(s);
752 VectorCopy(s->velocity, primalvelocity);
753 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
755 VectorMA(s->origin, t, s->velocity, neworigin);
756 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
757 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
759 // may be a step or wall, try stepping up
760 // first move forward at a higher level
761 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
762 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
763 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
764 if (!trace2.startsolid)
766 // then move down from there
767 VectorCopy(trace2.endpos, currentorigin2);
768 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
769 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
770 //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]);
771 // accept the new trace if it made some progress
772 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
775 VectorCopy(trace3.endpos, trace.endpos);
780 // check if it moved at all
781 if (trace.fraction >= 0.001)
782 VectorCopy(trace.endpos, s->origin);
784 // check if it moved all the way
785 if (trace.fraction == 1)
788 //if (trace.plane.normal[2] > 0.7)
789 // s->onground = true;
791 t -= t * trace.fraction;
793 f = DotProduct(s->velocity, trace.plane.normal);
794 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
796 if (s->waterjumptime > 0)
797 VectorCopy(primalvelocity, s->velocity);
801 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
808 // water jump only in certain situations
809 // this mimics quakeworld code
810 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
815 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
816 AngleVectors(yawangles, forward, NULL, NULL);
817 VectorMA(s->origin, 24, forward, spot);
819 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
822 if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
824 VectorScale(forward, 50, s->velocity);
825 s->velocity[2] = 310;
826 s->waterjumptime = 2;
833 if (!VectorLength2(s->q.move))
835 // drift towards bottom
836 VectorSet(wishvel, 0, 0, -60);
844 // calculate movement vector
845 AngleVectors(s->q.viewangles, forward, right, up);
846 VectorSet(up, 0, 0, 1);
847 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
850 // split wishvel into wishspeed and wishdir
851 wishspeed = VectorLength(wishvel);
853 VectorScale(wishvel, 1 / wishspeed, wishdir);
855 VectorSet( wishdir, 0.0, 0.0, 0.0 );
856 wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
861 if (s->waterjumptime <= 0)
864 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
866 VectorScale(s->velocity, f, s->velocity);
868 // water acceleration
869 f = wishspeed - DotProduct(s->velocity, wishdir);
872 f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
873 VectorMA(s->velocity, f, wishdir, s->velocity);
876 // holding jump button swims upward slowly
879 if (s->watertype & SUPERCONTENTS_LAVA)
881 else if (s->watertype & SUPERCONTENTS_SLIME)
885 if (gamemode == GAME_NEXUIZ)
886 s->velocity[2] = 200;
888 s->velocity[2] = 100;
893 CL_ClientMovement_Move(s);
896 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
911 // jump if on ground with jump button pressed but only if it has been
912 // released at least once since the last jump
913 if (s->q.jump && s->canjump && s->onground)
915 s->velocity[2] += s->movevars_jumpvelocity;
920 // calculate movement vector
921 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
922 AngleVectors(yawangles, forward, right, up);
923 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
925 // split wishvel into wishspeed and wishdir
926 wishspeed = VectorLength(wishvel);
928 VectorScale(wishvel, 1 / wishspeed, wishdir);
930 VectorSet( wishdir, 0.0, 0.0, 0.0 );
931 wishspeed = min(wishspeed, s->movevars_maxspeed);
938 // apply edge friction
939 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
940 friction = s->movevars_friction;
941 if (f > 0 && s->movevars_edgefriction != 1)
945 // note: QW uses the full player box for the trace, and yet still
946 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
947 // this mimics it for compatibility
948 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
949 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
950 if (cls.protocol == PROTOCOL_QUAKEWORLD)
951 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
953 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
954 if (trace.fraction == 1 && !trace.startsolid)
955 friction *= s->movevars_edgefriction;
957 // apply ground friction
958 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
960 VectorScale(s->velocity, f, s->velocity);
961 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
964 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
965 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
967 s->velocity[2] -= cl_gravity.value * s->q.frametime;
968 if (cls.protocol == PROTOCOL_QUAKEWORLD)
970 if (VectorLength2(s->velocity))
971 CL_ClientMovement_Move(s);
975 if (s->waterjumptime <= 0)
977 // apply air speed limit
978 wishspeed = min(wishspeed, s->movevars_maxairspeed);
979 // Nexuiz has no upper bound on air acceleration, but little control
980 if (gamemode == GAME_NEXUIZ)
981 addspeed = wishspeed;
983 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
986 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
987 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
990 s->velocity[2] -= cl_gravity.value * s->q.frametime;
991 CL_ClientMovement_Move(s);
995 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
997 //Con_Printf(" %f", frametime);
1000 s->waterjumptime -= s->q.frametime;
1001 CL_ClientMovement_UpdateStatus(s);
1002 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1003 CL_ClientMovement_Physics_Swim(s);
1005 CL_ClientMovement_Physics_Walk(s);
1008 void CL_ClientMovement_Replay(void)
1011 cl_clientmovement_state_t s;
1013 if (!cl.movement_replay)
1015 cl.movement_replay = false;
1017 // set up starting state for the series of moves
1018 memset(&s, 0, sizeof(s));
1019 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1020 VectorCopy(cl.mvelocity[0], s.velocity);
1021 s.crouched = true; // will be updated on first move
1024 // set up movement variables
1025 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1027 s.movevars_gravity = cl.qw_movevars_gravity;
1028 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1029 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1030 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1031 s.movevars_accelerate = cl.qw_movevars_accelerate;
1032 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1033 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1034 s.movevars_friction = cl.qw_movevars_friction;
1035 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1036 s.movevars_entgravity = cl.qw_movevars_entgravity;
1037 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1038 s.movevars_edgefriction = cl_movement_edgefriction.value;
1039 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1040 s.movevars_stepheight = cl_movement_stepheight.value;
1044 s.movevars_gravity = sv_gravity.value;
1045 s.movevars_stopspeed = cl_movement_stopspeed.value;
1046 s.movevars_maxspeed = cl_movement_maxspeed.value;
1047 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1048 s.movevars_accelerate = cl_movement_accelerate.value;
1049 s.movevars_airaccelerate = cl_movement_accelerate.value;
1050 s.movevars_wateraccelerate = cl_movement_accelerate.value;
1051 s.movevars_friction = cl_movement_friction.value;
1052 s.movevars_waterfriction = cl_movement_friction.value;
1053 s.movevars_entgravity = 1;
1054 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1055 s.movevars_edgefriction = cl_movement_edgefriction.value;
1056 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1057 s.movevars_stepheight = cl_movement_stepheight.value;
1062 //Con_Printf("%f: ", cl.mtime[0]);
1064 // replay the input queue to predict current location
1065 // note: this relies on the fact there's always one queue item at the end
1067 for (i = 0;i < cl.movement_numqueue;i++)
1069 s.q = cl.movement_queue[i];
1070 // if a move is more than 50ms, do it as two moves (matching qwsv)
1071 if (s.q.frametime > 0.05)
1073 s.q.frametime *= 0.5;
1074 CL_ClientMovement_PlayerMove(&s);
1076 CL_ClientMovement_PlayerMove(&s);
1081 // get the first movement queue entry to know whether to crouch and such
1082 s.q = cl.movement_queue[0];
1084 // store replay location
1085 CL_ClientMovement_UpdateStatus(&s);
1086 cl.onground = s.onground;
1087 cl.movement_time[1] = cl.movement_time[0];
1088 cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1089 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1090 VectorCopy(s.origin, cl.movement_origin);
1091 VectorCopy(s.velocity, cl.movement_velocity);
1092 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1093 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1096 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1101 if (to->angles[0] != from->angles[0])
1102 bits |= QW_CM_ANGLE1;
1103 if (to->angles[1] != from->angles[1])
1104 bits |= QW_CM_ANGLE2;
1105 if (to->angles[2] != from->angles[2])
1106 bits |= QW_CM_ANGLE3;
1107 if (to->forwardmove != from->forwardmove)
1108 bits |= QW_CM_FORWARD;
1109 if (to->sidemove != from->sidemove)
1111 if (to->upmove != from->upmove)
1113 if (to->buttons != from->buttons)
1114 bits |= QW_CM_BUTTONS;
1115 if (to->impulse != from->impulse)
1116 bits |= QW_CM_IMPULSE;
1118 MSG_WriteByte(buf, bits);
1119 if (bits & QW_CM_ANGLE1)
1120 MSG_WriteAngle16i(buf, to->angles[0]);
1121 if (bits & QW_CM_ANGLE2)
1122 MSG_WriteAngle16i(buf, to->angles[1]);
1123 if (bits & QW_CM_ANGLE3)
1124 MSG_WriteAngle16i(buf, to->angles[2]);
1125 if (bits & QW_CM_FORWARD)
1126 MSG_WriteShort(buf, to->forwardmove);
1127 if (bits & QW_CM_SIDE)
1128 MSG_WriteShort(buf, to->sidemove);
1129 if (bits & QW_CM_UP)
1130 MSG_WriteShort(buf, to->upmove);
1131 if (bits & QW_CM_BUTTONS)
1132 MSG_WriteByte(buf, to->buttons);
1133 if (bits & QW_CM_IMPULSE)
1134 MSG_WriteByte(buf, to->impulse);
1135 MSG_WriteByte(buf, to->msec);
1143 extern cvar_t cl_netinputpacketspersecond;
1144 void CL_SendMove(void)
1150 unsigned char data[128];
1151 static double lastsendtime = 0;
1152 #define MOVEAVERAGING 0
1154 static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1156 float forwardmove, sidemove, upmove;
1158 // if playing a demo, do nothing
1163 // accumulate changes between messages
1164 accumforwardmove += cl.cmd.forwardmove;
1165 accumsidemove += cl.cmd.sidemove;
1166 accumupmove += cl.cmd.upmove;
1170 cl.movement = cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
1171 if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1173 if (!cl.movement_needupdate)
1175 cl.movement_needupdate = false;
1179 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
1181 // don't let it fall behind if CL_SendMove hasn't been called recently
1182 // (such is the case when framerate is too low for instance)
1183 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
1186 // average the accumulated changes
1187 accumtotal = 1.0f / accumtotal;
1188 forwardmove = accumforwardmove * accumtotal;
1189 sidemove = accumsidemove * accumtotal;
1190 upmove = accumupmove * accumtotal;
1191 accumforwardmove = 0;
1196 // use the latest values
1197 forwardmove = cl.cmd.forwardmove;
1198 sidemove = cl.cmd.sidemove;
1199 upmove = cl.cmd.upmove;
1202 if (cls.signon == SIGNONS)
1203 CL_UpdatePrydonCursor();
1210 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1212 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1213 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1214 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1215 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1216 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1217 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1218 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1219 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1220 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1221 if (key_dest != key_game || key_consoleactive) bits |= 512;
1222 if (cl_prydoncursor.integer) bits |= 1024;
1223 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1224 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1225 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1226 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1227 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1228 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1229 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1230 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1231 // button bits 19-31 unused currently
1232 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1233 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1234 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1235 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1236 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1238 impulse = in_impulse;
1241 csqc_buttons = bits;
1243 if (cls.signon == SIGNONS)
1245 // always dump the first two messages, because they may contain leftover inputs from the last level
1246 if (++cl.movemessages >= 2)
1248 // send the movement message
1249 // PROTOCOL_QUAKE clc_move = 16 bytes total
1250 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1251 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1252 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1253 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1254 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1255 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1256 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1257 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1258 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
1259 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1260 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1264 static double oldmsectime;
1265 qw_usercmd_t *cmd, *oldcmd;
1266 qw_usercmd_t nullcmd;
1268 //Con_Printf("code qw_clc_move\n");
1270 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1271 cmd = &cl.qw_moves[i];
1272 memset(&nullcmd, 0, sizeof(nullcmd));
1273 memset(cmd, 0, sizeof(*cmd));
1274 cmd->buttons = bits;
1275 cmd->impulse = impulse;
1276 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1277 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1278 cmd->upmove = (short)bound(-32768, upmove, 32767);
1279 VectorCopy(cl.viewangles, cmd->angles);
1280 msectime = realtime * 1000;
1281 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1282 // ridiculous value rejection (matches qw)
1283 if (cmd->msec > 250)
1285 oldmsectime = msectime;
1287 CL_ClientMovement_InputQW(cmd);
1289 MSG_WriteByte(&buf, qw_clc_move);
1290 // save the position for a checksum byte
1291 checksumindex = buf.cursize;
1292 MSG_WriteByte(&buf, 0);
1293 // packet loss percentage
1294 // FIXME: netgraph stuff
1295 MSG_WriteByte(&buf, 0);
1296 // write most recent 3 moves
1297 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1298 cmd = &cl.qw_moves[i];
1299 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1301 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1302 cmd = &cl.qw_moves[i];
1303 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1305 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1306 cmd = &cl.qw_moves[i];
1307 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1308 // calculate the checksum
1309 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1310 // if delta compression history overflows, request no delta
1311 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1312 cl.qw_validsequence = 0;
1313 // request delta compression if appropriate
1314 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1316 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1317 MSG_WriteByte(&buf, qw_clc_delta);
1318 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1321 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1323 else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1326 MSG_WriteByte (&buf, clc_move);
1327 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1329 for (i = 0;i < 3;i++)
1330 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1332 MSG_WriteCoord16i (&buf, forwardmove);
1333 MSG_WriteCoord16i (&buf, sidemove);
1334 MSG_WriteCoord16i (&buf, upmove);
1336 MSG_WriteByte (&buf, bits);
1337 MSG_WriteByte (&buf, impulse);
1339 CL_ClientMovement_Input((bits & 2) != 0, false);
1341 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1344 MSG_WriteByte (&buf, clc_move);
1345 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1347 for (i = 0;i < 3;i++)
1348 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1350 MSG_WriteCoord16i (&buf, forwardmove);
1351 MSG_WriteCoord16i (&buf, sidemove);
1352 MSG_WriteCoord16i (&buf, upmove);
1354 MSG_WriteByte (&buf, bits);
1355 MSG_WriteByte (&buf, impulse);
1357 CL_ClientMovement_Input((bits & 2) != 0, false);
1359 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1362 MSG_WriteByte (&buf, clc_move);
1363 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1365 for (i = 0;i < 3;i++)
1366 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1368 MSG_WriteCoord16i (&buf, forwardmove);
1369 MSG_WriteCoord16i (&buf, sidemove);
1370 MSG_WriteCoord16i (&buf, upmove);
1372 MSG_WriteByte (&buf, bits);
1373 MSG_WriteByte (&buf, impulse);
1375 CL_ClientMovement_Input((bits & 2) != 0, false);
1380 MSG_WriteByte (&buf, clc_move);
1381 if (cls.protocol != PROTOCOL_DARKPLACES6)
1383 if (cl_movement.integer)
1386 MSG_WriteLong (&buf, cl.movesequence);
1389 MSG_WriteLong (&buf, 0);
1391 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1393 for (i = 0;i < 3;i++)
1394 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1396 MSG_WriteCoord16i (&buf, forwardmove);
1397 MSG_WriteCoord16i (&buf, sidemove);
1398 MSG_WriteCoord16i (&buf, upmove);
1400 MSG_WriteLong (&buf, bits);
1401 MSG_WriteByte (&buf, impulse);
1402 // PRYDON_CLIENTCURSOR
1404 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1405 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1406 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1407 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1408 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1409 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1410 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1411 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1412 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1414 // FIXME: bits & 16 is +button5, Nexuiz specific
1415 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1419 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1421 // ack the last few frame numbers
1422 // (redundent to improve handling of client->server packet loss)
1423 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1424 for (i = 0;i < LATESTFRAMENUMS;i++)
1426 if (cl.latestframenums[i] > 0)
1428 if (developer_networkentities.integer >= 1)
1429 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1430 MSG_WriteByte(&buf, clc_ackframe);
1431 MSG_WriteLong(&buf, cl.latestframenums[i]);
1436 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1437 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1440 // send the reliable message (forwarded commands) if there is one
1441 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1443 if (cls.netcon->message.overflowed)
1445 Con_Print("CL_SendMove: lost server connection\n");
1447 Host_ShutdownServer();
1456 void CL_InitInput (void)
1458 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1459 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1460 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1461 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1462 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1463 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1464 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1465 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1466 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1467 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1468 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1469 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1470 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1471 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1472 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1473 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1474 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1475 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1476 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1477 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1478 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1479 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1480 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1481 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1482 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1483 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1484 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1485 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1486 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1487 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1488 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1489 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1490 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1492 // LordHavoc: added use button
1493 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1494 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1496 // LordHavoc: added 6 new buttons
1497 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1498 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1499 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1500 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1501 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1502 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1503 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1504 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1505 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1506 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1507 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1508 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1509 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1510 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1511 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1512 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1513 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1514 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1515 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1516 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1517 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1518 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1519 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1520 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1521 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1522 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1523 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1524 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1526 Cvar_RegisterVariable(&cl_movement);
1527 Cvar_RegisterVariable(&cl_movement_latency);
1528 Cvar_RegisterVariable(&cl_movement_maxspeed);
1529 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1530 Cvar_RegisterVariable(&cl_movement_stopspeed);
1531 Cvar_RegisterVariable(&cl_movement_friction);
1532 Cvar_RegisterVariable(&cl_movement_edgefriction);
1533 Cvar_RegisterVariable(&cl_movement_stepheight);
1534 Cvar_RegisterVariable(&cl_movement_accelerate);
1535 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1536 Cvar_RegisterVariable(&cl_gravity);
1537 Cvar_RegisterVariable(&cl_slowmo);
1539 Cvar_RegisterVariable(&in_pitch_min);
1540 Cvar_RegisterVariable(&in_pitch_max);
1541 Cvar_RegisterVariable(&m_filter);
1543 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1545 Cvar_RegisterVariable(&cl_nodelta);