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"};
296 Moves the local angle positions
299 void CL_AdjustAngles (void)
304 if (in_speed.state & 1)
305 speed = host_realframetime * cl_anglespeedkey.value;
307 speed = host_realframetime;
309 if (!(in_strafe.state & 1))
311 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
312 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
314 if (in_klook.state & 1)
317 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
318 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
321 up = CL_KeyState (&in_lookup);
322 down = CL_KeyState(&in_lookdown);
324 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
325 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
330 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
331 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
332 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
333 if (cl.viewangles[YAW] >= 180)
334 cl.viewangles[YAW] -= 360;
335 if (cl.viewangles[PITCH] >= 180)
336 cl.viewangles[PITCH] -= 360;
337 if (cl.viewangles[ROLL] >= 180)
338 cl.viewangles[ROLL] -= 360;
340 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
341 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
344 qboolean cl_ignoremousemove = false;
350 Send the intended movement message to the server
357 static float old_mouse_x = 0, old_mouse_y = 0;
359 // clamp before the move to prevent starting with bad angles
362 // get basic movement from keyboard
363 // PRYDON_CLIENTCURSOR needs to survive basemove resets
364 VectorCopy (cl.cmd.cursor_screen, temp);
365 memset (&cl.cmd, 0, sizeof(cl.cmd));
366 VectorCopy (temp, cl.cmd.cursor_screen);
368 if (in_strafe.state & 1)
370 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
371 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
374 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
375 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
377 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
378 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
380 if (! (in_klook.state & 1) )
382 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
383 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
386 // adjust for speed key
387 if (in_speed.state & 1)
389 cl.cmd.forwardmove *= cl_movespeedkey.value;
390 cl.cmd.sidemove *= cl_movespeedkey.value;
391 cl.cmd.upmove *= cl_movespeedkey.value;
397 // allow mice or other external controllers to add to the move
400 // ignore a mouse move if mouse was activated/deactivated this frame
401 if (cl_ignoremousemove)
403 cl_ignoremousemove = false;
408 // apply m_filter if it is on
411 if (m_filter.integer)
413 in_mouse_x = (mx + old_mouse_x) * 0.5;
414 in_mouse_y = (my + old_mouse_y) * 0.5;
419 // if not in menu, apply mouse move to viewangles/movement
420 if (!cl.csqc_wantsmousemove && in_client_mouse)
422 if (cl_prydoncursor.integer)
424 // mouse interacting with the scene, mostly stationary view
426 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
427 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
429 else if (in_strafe.state & 1)
431 // strafing mode, all looking is movement
433 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
434 if (noclip_anglehack)
435 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
437 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
439 else if ((in_mlook.state & 1) || freelook.integer)
441 // mouselook, lookstrafe causes turning to become strafing
443 if (lookstrafe.integer)
444 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
446 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
447 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
451 // non-mouselook, yaw turning and forward/back movement
452 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
453 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
457 // clamp after the move to prevent rendering with bad angles
461 #include "cl_collision.h"
463 extern void V_CalcRefdef(void);
464 void CL_UpdatePrydonCursor(void)
468 if (!cl_prydoncursor.integer)
469 VectorClear(cl.cmd.cursor_screen);
472 if (cl.cmd.cursor_screen[0] < -1)
474 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
475 cl.cmd.cursor_screen[0] = -1;
477 if (cl.cmd.cursor_screen[0] > 1)
479 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
480 cl.cmd.cursor_screen[0] = 1;
482 if (cl.cmd.cursor_screen[1] < -1)
484 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
485 cl.cmd.cursor_screen[1] = -1;
487 if (cl.cmd.cursor_screen[1] > 1)
489 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
490 cl.cmd.cursor_screen[1] = 1;
493 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
494 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
495 cl.cmd.cursor_screen[2] = 1;
497 scale[0] = -r_refdef.frustum_x;
498 scale[1] = -r_refdef.frustum_y;
502 VectorScale(scale, 1000000, scale);
504 // calculate current view matrix
507 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
508 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
509 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
510 // trace from view origin to the cursor
511 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);
512 // makes sparks where cursor is
513 //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
516 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
520 // remove stale queue items
521 n = cl.movement_numqueue;
522 cl.movement_numqueue = 0;
523 if (cl.servermovesequence)
525 for (i = 0;i < n;i++)
526 if (cl.movement_queue[i].sequence > cl.servermovesequence)
527 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
531 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
532 for (i = 0;i < n;i++)
533 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
534 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
536 // add to input queue if there is room
537 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
539 // add to input queue
540 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
541 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
542 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
543 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
544 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
545 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
546 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
547 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
548 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
549 cl.movement_numqueue++;
551 cl.movement_replay = true;
554 void CL_ClientMovement_Replay(void)
570 vec3_t currentorigin;
571 vec3_t currentvelocity;
578 vec3_t currentorigin2;
585 if (!cl.movement_replay)
587 cl.movement_replay = false;
589 // fetch current starting values
590 VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
591 VectorCopy(cl.mvelocity[0], currentvelocity);
592 // FIXME: try minor nudges in various directions if startsolid to find a
593 // safe place to start the walk (due to network compression in some
594 // protocols this starts in solid)
595 //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
596 crouch = false; // this will be updated on first move
599 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
600 VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
601 trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
602 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
603 //Con_Printf("%f: ", cl.mtime[0]);
605 // replay the input queue to predict current location
606 // note: this relies on the fact there's always one queue item at the end
608 for (i = 0;cl.movement && i < cl.movement_numqueue;i++)
610 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
611 frametime = q->frametime;
612 //Con_Printf(" %f", frametime);
617 // wants to crouch, this always works...
623 // wants to stand, if currently crouching we need to check for a
627 trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
628 if (!trace.startsolid)
634 playermins = cl_playercrouchmins;
635 playermaxs = cl_playercrouchmaxs;
639 playermins = cl_playerstandmins;
640 playermaxs = cl_playerstandmaxs;
642 // change velocity according to q->viewangles and q->move
643 contents = CL_PointSuperContents(currentorigin);
644 if (contents & SUPERCONTENTS_LIQUIDSMASK)
647 AngleVectors(q->viewangles, forward, right, up);
648 VectorSet(up, 0, 0, 1);
649 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
650 wishspeed = VectorLength(wishvel);
652 VectorScale(wishvel, 1 / wishspeed, wishdir);
654 VectorSet( wishdir, 0.0, 0.0, 0.0 );
655 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
659 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
660 f = wishspeed - DotProduct(currentvelocity, wishdir);
663 f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
664 VectorMA(currentvelocity, f, wishdir, currentvelocity);
668 if (contents & SUPERCONTENTS_LAVA)
669 currentvelocity[2] = 50;
670 else if (contents & SUPERCONTENTS_SLIME)
671 currentvelocity[2] = 80;
674 if (gamemode == GAME_NEXUIZ)
675 currentvelocity[2] = 200;
677 currentvelocity[2] = 100;
684 if (onground && q->jump)
686 currentvelocity[2] += cl_movement_jumpvelocity.value;
689 VectorSet(yawangles, 0, q->viewangles[1], 0);
690 AngleVectors(yawangles, forward, right, up);
691 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
692 wishspeed = VectorLength(wishvel);
694 VectorScale(wishvel, 1 / wishspeed, wishdir);
696 VectorSet( wishdir, 0.0, 0.0, 0.0 );
697 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
703 // apply ground friction
704 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
708 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
709 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
710 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
711 if (trace.fraction == 1)
712 edgefriction = cl_movement_edgefriction.value;
715 f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
717 VectorScale(currentvelocity, f, currentvelocity);
721 // apply air speed limit
722 wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
724 if (gamemode == GAME_NEXUIZ)
725 addspeed = wishspeed;
727 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
730 accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
731 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
733 currentvelocity[2] -= cl_gravity.value * frametime;
736 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
740 playermins = cl_playercrouchmins;
741 playermaxs = cl_playercrouchmaxs;
745 playermins = cl_playerstandmins;
746 playermaxs = cl_playerstandmaxs;
749 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
751 VectorMA(currentorigin, t, currentvelocity, neworigin);
752 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
753 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
755 // may be a step or wall, try stepping up
756 // first move forward at a higher level
757 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
758 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
759 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
760 // then move down from there
761 VectorCopy(trace2.endpos, currentorigin2);
762 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
763 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
764 //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]);
765 // accept the new trace if it made some progress
766 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
769 VectorCopy(trace3.endpos, trace.endpos);
772 if (trace.fraction == 1)
774 VectorCopy(trace.endpos, currentorigin);
777 if (trace.plane.normal[2] > 0.7)
779 t *= 1 - trace.fraction;
780 if (trace.fraction >= 0.001)
781 VectorCopy(trace.endpos, currentorigin);
782 f = DotProduct(currentvelocity, trace.plane.normal);
783 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
787 // store replay location
788 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
789 VectorCopy(currentorigin, cl.movement_origin);
790 VectorCopy(currentvelocity, cl.movement_velocity);
791 //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
792 //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
800 extern cvar_t cl_netinputpacketspersecond;
801 void CL_SendMove(void)
807 unsigned char data[128];
808 static double lastsendtime = 0;
809 #define MOVEAVERAGING 0
811 static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
813 float forwardmove, sidemove, upmove;
815 // if playing a demo, do nothing
820 // accumulate changes between messages
821 accumforwardmove += cl.cmd.forwardmove;
822 accumsidemove += cl.cmd.sidemove;
823 accumupmove += cl.cmd.upmove;
827 if (cl_movement.integer && cls.signon == SIGNONS)
829 if (!cl.movement_needupdate)
831 cl.movement_needupdate = false;
832 cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
837 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
839 // don't let it fall behind if CL_SendMove hasn't been called recently
840 // (such is the case when framerate is too low for instance)
841 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
844 // average the accumulated changes
845 accumtotal = 1.0f / accumtotal;
846 forwardmove = accumforwardmove * accumtotal;
847 sidemove = accumsidemove * accumtotal;
848 upmove = accumupmove * accumtotal;
849 accumforwardmove = 0;
854 // use the latest values
855 forwardmove = cl.cmd.forwardmove;
856 sidemove = cl.cmd.sidemove;
857 upmove = cl.cmd.upmove;
860 if (cls.signon == SIGNONS)
861 CL_UpdatePrydonCursor();
868 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
870 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
871 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
872 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
873 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
874 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
875 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
876 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
877 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
878 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
879 if (key_dest != key_game || key_consoleactive) bits |= 512;
880 if (cl_prydoncursor.integer) bits |= 1024;
881 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
882 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
883 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
884 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
885 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
886 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
887 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
888 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
889 // button bits 19-31 unused currently
890 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
891 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
892 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
893 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
894 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
896 impulse = in_impulse;
901 if (cls.signon == SIGNONS)
903 // always dump the first two messages, because they may contain leftover inputs from the last level
904 if (++cl.movemessages >= 2)
906 // send the movement message
907 // PROTOCOL_QUAKE clc_move = 16 bytes total
908 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
909 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
910 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
911 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
912 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
913 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
914 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
915 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
916 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
917 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
920 MSG_WriteByte (&buf, clc_move);
921 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
923 for (i = 0;i < 3;i++)
924 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
926 MSG_WriteCoord16i (&buf, forwardmove);
927 MSG_WriteCoord16i (&buf, sidemove);
928 MSG_WriteCoord16i (&buf, upmove);
930 MSG_WriteByte (&buf, bits);
931 MSG_WriteByte (&buf, impulse);
933 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
936 MSG_WriteByte (&buf, clc_move);
937 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
939 for (i = 0;i < 3;i++)
940 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
942 MSG_WriteCoord16i (&buf, forwardmove);
943 MSG_WriteCoord16i (&buf, sidemove);
944 MSG_WriteCoord16i (&buf, upmove);
946 MSG_WriteByte (&buf, bits);
947 MSG_WriteByte (&buf, impulse);
949 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
952 MSG_WriteByte (&buf, clc_move);
953 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
955 for (i = 0;i < 3;i++)
956 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
958 MSG_WriteCoord16i (&buf, forwardmove);
959 MSG_WriteCoord16i (&buf, sidemove);
960 MSG_WriteCoord16i (&buf, upmove);
962 MSG_WriteByte (&buf, bits);
963 MSG_WriteByte (&buf, impulse);
968 MSG_WriteByte (&buf, clc_move);
969 if (cl.protocol != PROTOCOL_DARKPLACES6)
971 if (cl_movement.integer)
974 MSG_WriteLong (&buf, cl.movesequence);
977 MSG_WriteLong (&buf, 0);
979 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
981 for (i = 0;i < 3;i++)
982 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
984 MSG_WriteCoord16i (&buf, forwardmove);
985 MSG_WriteCoord16i (&buf, sidemove);
986 MSG_WriteCoord16i (&buf, upmove);
988 MSG_WriteLong (&buf, bits);
989 MSG_WriteByte (&buf, impulse);
990 // PRYDON_CLIENTCURSOR
992 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
993 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
994 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
995 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
996 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
997 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
998 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
999 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1000 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1003 // FIXME: bits & 16 is +button5, Nexuiz specific
1004 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1007 // ack the last few frame numbers
1008 // (redundent to improve handling of client->server packet loss)
1009 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1010 for (i = 0;i < LATESTFRAMENUMS;i++)
1012 if (cl.latestframenums[i] > 0)
1014 if (developer_networkentities.integer >= 1)
1015 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1016 MSG_WriteByte(&buf, clc_ackframe);
1017 MSG_WriteLong(&buf, cl.latestframenums[i]);
1021 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1022 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1025 // send the reliable message (forwarded commands) if there is one
1026 NetConn_SendUnreliableMessage(cls.netcon, &buf);
1028 if (cls.netcon->message.overflowed)
1030 Con_Print("CL_SendMove: lost server connection\n");
1032 Host_ShutdownServer();
1041 void CL_InitInput (void)
1043 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1044 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1045 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1046 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1047 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1048 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1049 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1050 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1051 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1052 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1053 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1054 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1055 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1056 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1057 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1058 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1059 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1060 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1061 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1062 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1063 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1064 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1065 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1066 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1067 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1068 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1069 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1070 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1071 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1072 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1073 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1074 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1075 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1077 // LordHavoc: added use button
1078 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1079 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1081 // LordHavoc: added 6 new buttons
1082 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1083 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1084 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1085 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button3");
1086 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button4 (behavior depends on mod)");
1087 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button3");
1088 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button4 (behavior depends on mod)");
1089 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button3");
1090 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button4 (behavior depends on mod)");
1091 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button3");
1092 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button4 (behavior depends on mod)");
1093 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button3");
1094 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button4 (behavior depends on mod)");
1095 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button3");
1096 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button4 (behavior depends on mod)");
1097 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button3");
1098 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button4 (behavior depends on mod)");
1099 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button3");
1100 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button4 (behavior depends on mod)");
1101 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button3");
1102 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button4 (behavior depends on mod)");
1103 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button3");
1104 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button4 (behavior depends on mod)");
1105 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button3");
1106 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button4 (behavior depends on mod)");
1107 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button3");
1108 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button4 (behavior depends on mod)");
1109 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button3");
1111 Cvar_RegisterVariable(&cl_movement);
1112 Cvar_RegisterVariable(&cl_movement_latency);
1113 Cvar_RegisterVariable(&cl_movement_maxspeed);
1114 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1115 Cvar_RegisterVariable(&cl_movement_stopspeed);
1116 Cvar_RegisterVariable(&cl_movement_friction);
1117 Cvar_RegisterVariable(&cl_movement_edgefriction);
1118 Cvar_RegisterVariable(&cl_movement_stepheight);
1119 Cvar_RegisterVariable(&cl_movement_accelerate);
1120 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1121 Cvar_RegisterVariable(&cl_gravity);
1122 Cvar_RegisterVariable(&cl_slowmo);
1124 Cvar_RegisterVariable(&in_pitch_min);
1125 Cvar_RegisterVariable(&in_pitch_max);
1126 Cvar_RegisterVariable(&m_filter);
1128 Cvar_RegisterVariable(&cl_netinputpacketspersecond);