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_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
285 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
286 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
287 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
289 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
290 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
292 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
294 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
296 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
303 Moves the local angle positions
306 void CL_AdjustAngles (void)
311 if (in_speed.state & 1)
312 speed = cl.realframetime * cl_anglespeedkey.value;
314 speed = cl.realframetime;
316 if (!(in_strafe.state & 1))
318 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
319 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
321 if (in_klook.state & 1)
324 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
325 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
328 up = CL_KeyState (&in_lookup);
329 down = CL_KeyState(&in_lookdown);
331 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
332 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
337 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
338 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
339 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
340 if (cl.viewangles[YAW] >= 180)
341 cl.viewangles[YAW] -= 360;
342 if (cl.viewangles[PITCH] >= 180)
343 cl.viewangles[PITCH] -= 360;
344 if (cl.viewangles[ROLL] >= 180)
345 cl.viewangles[ROLL] -= 360;
347 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
348 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
351 qboolean cl_ignoremousemove = false;
357 Send the intended movement message to the server
363 static float old_mouse_x = 0, old_mouse_y = 0;
365 // clamp before the move to prevent starting with bad angles
368 // reset some of the command fields
369 cl.cmd.forwardmove = 0;
373 // get basic movement from keyboard
374 if (in_strafe.state & 1)
376 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
377 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
380 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
381 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
383 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
384 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
386 if (! (in_klook.state & 1) )
388 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
389 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
392 // adjust for speed key
393 if (in_speed.state & 1)
395 cl.cmd.forwardmove *= cl_movespeedkey.value;
396 cl.cmd.sidemove *= cl_movespeedkey.value;
397 cl.cmd.upmove *= cl_movespeedkey.value;
403 // allow mice or other external controllers to add to the move
406 // ignore a mouse move if mouse was activated/deactivated this frame
407 if (cl_ignoremousemove)
409 cl_ignoremousemove = false;
414 // apply m_filter if it is on
417 if (m_filter.integer)
419 in_mouse_x = (mx + old_mouse_x) * 0.5;
420 in_mouse_y = (my + old_mouse_y) * 0.5;
425 // if not in menu, apply mouse move to viewangles/movement
426 if (!cl.csqc_wantsmousemove && in_client_mouse)
428 if (cl_prydoncursor.integer)
430 // mouse interacting with the scene, mostly stationary view
432 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
433 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
435 else if (in_strafe.state & 1)
437 // strafing mode, all looking is movement
439 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
440 if (noclip_anglehack)
441 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
443 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
445 else if ((in_mlook.state & 1) || freelook.integer)
447 // mouselook, lookstrafe causes turning to become strafing
449 if (lookstrafe.integer)
450 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
452 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
453 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
457 // non-mouselook, yaw turning and forward/back movement
458 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
459 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
463 // clamp after the move to prevent rendering with bad angles
467 #include "cl_collision.h"
469 extern void V_CalcRefdef(void);
470 void CL_UpdatePrydonCursor(void)
474 if (!cl_prydoncursor.integer)
475 VectorClear(cl.cmd.cursor_screen);
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[0] > 1)
485 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
486 cl.cmd.cursor_screen[0] = 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;
493 if (cl.cmd.cursor_screen[1] > 1)
495 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
496 cl.cmd.cursor_screen[1] = 1;
499 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
500 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
501 cl.cmd.cursor_screen[2] = 1;
503 scale[0] = -r_view.frustum_x;
504 scale[1] = -r_view.frustum_y;
508 VectorScale(scale, 1000000, scale);
510 // calculate current view matrix
513 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
514 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
515 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
516 // trace from view origin to the cursor
517 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);
520 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
524 // remove stale queue items
525 n = cl.movement_numqueue;
526 cl.movement_numqueue = 0;
527 for (i = 0;i < n;i++)
529 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
530 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
532 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
534 // add to input queue if there is room
535 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
537 // add to input queue
538 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
539 cl.movement_queue[cl.movement_numqueue].time = realtime;
540 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
541 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
542 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
543 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
544 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
545 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
546 cl.movement_queue[cl.movement_numqueue].crouch = false;
547 cl.movement_numqueue++;
549 cl.movement_replay = true;
552 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
556 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);
557 // remove stale queue items
558 n = cl.movement_numqueue;
559 cl.movement_numqueue = 0;
560 if (cl.servermovesequence)
562 for (i = 0;i < n;i++)
564 if (cl.movement_queue[i].sequence > cl.servermovesequence)
565 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
567 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
572 for (i = 0;i < n;i++)
574 if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
575 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
577 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
580 // add to input queue if there is room
581 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
583 // add to input queue
584 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
585 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
586 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
587 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
588 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
589 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
590 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
591 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
592 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
593 cl.movement_numqueue++;
595 cl.movement_replay = true;
598 typedef enum waterlevel_e
607 typedef struct cl_clientmovement_state_s
612 // current bounding box (different if crouched vs standing)
615 // currently on the ground
617 // currently crouching
619 // whether jump button has been released since last jump
621 // what kind of water (SUPERCONTENTS_LAVA for instance)
624 waterlevel_t waterlevel;
625 // weird hacks when jumping out of water
626 // (this is in seconds and counts down to 0)
629 // movement parameters for physics code
630 float movevars_gravity;
631 float movevars_stopspeed;
632 float movevars_maxspeed;
633 float movevars_spectatormaxspeed;
634 float movevars_accelerate;
635 float movevars_airaccelerate;
636 float movevars_wateraccelerate;
637 float movevars_friction;
638 float movevars_waterfriction;
639 float movevars_entgravity;
640 float movevars_jumpvelocity;
641 float movevars_edgefriction;
642 float movevars_maxairspeed;
643 float movevars_stepheight;
644 float movevars_airaccel_qw;
645 float movevars_airaccel_sideways_friction;
648 client_movementqueue_t q;
650 cl_clientmovement_state_t;
652 #define NUMOFFSETS 27
653 static vec3_t offsets[NUMOFFSETS] =
655 // 1 no nudge (just return the original if this test passes)
656 { 0.000, 0.000, 0.000},
658 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
659 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
660 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
661 // 4 diagonal flat nudges
662 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
663 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
664 // 8 diagonal upward nudges
665 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
666 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
667 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
668 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
669 // 8 diagonal downward nudges
670 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
671 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
672 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
673 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
676 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
680 for (i = 0;i < NUMOFFSETS;i++)
682 VectorAdd(offsets[i], s->origin, neworigin);
683 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
685 VectorCopy(neworigin, s->origin);
689 // if all offsets failed, give up
693 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
695 vec3_t origin1, origin2;
698 // make sure player is not stuck
699 CL_ClientMovement_Unstick(s);
704 // wants to crouch, this always works..
710 // wants to stand, if currently crouching we need to check for a
714 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
715 if (!trace.startsolid)
721 VectorCopy(cl.playercrouchmins, s->mins);
722 VectorCopy(cl.playercrouchmaxs, s->maxs);
726 VectorCopy(cl.playerstandmins, s->mins);
727 VectorCopy(cl.playerstandmaxs, s->maxs);
731 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
732 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
733 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
734 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
736 // set watertype/waterlevel
737 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
738 s->waterlevel = WATERLEVEL_NONE;
739 s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
742 s->waterlevel = WATERLEVEL_WETFEET;
743 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
744 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
746 s->waterlevel = WATERLEVEL_SWIMMING;
747 origin1[2] = s->origin[2] + 22;
748 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
749 s->waterlevel = WATERLEVEL_SUBMERGED;
753 // water jump prediction
754 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
755 s->waterjumptime = 0;
758 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
764 vec3_t currentorigin2;
766 vec3_t primalvelocity;
770 CL_ClientMovement_UpdateStatus(s);
771 VectorCopy(s->velocity, primalvelocity);
772 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
774 VectorMA(s->origin, t, s->velocity, neworigin);
775 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
776 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
778 // may be a step or wall, try stepping up
779 // first move forward at a higher level
780 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
781 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
782 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
783 if (!trace2.startsolid)
785 // then move down from there
786 VectorCopy(trace2.endpos, currentorigin2);
787 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
788 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
789 //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]);
790 // accept the new trace if it made some progress
791 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
794 VectorCopy(trace3.endpos, trace.endpos);
799 // check if it moved at all
800 if (trace.fraction >= 0.001)
801 VectorCopy(trace.endpos, s->origin);
803 // check if it moved all the way
804 if (trace.fraction == 1)
807 //if (trace.plane.normal[2] > 0.7)
808 // s->onground = true;
810 t -= t * trace.fraction;
812 f = DotProduct(s->velocity, trace.plane.normal);
813 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
815 if (s->waterjumptime > 0)
816 VectorCopy(primalvelocity, s->velocity);
820 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
827 // water jump only in certain situations
828 // this mimics quakeworld code
829 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
834 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
835 AngleVectors(yawangles, forward, NULL, NULL);
836 VectorMA(s->origin, 24, forward, spot);
838 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
841 if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
843 VectorScale(forward, 50, s->velocity);
844 s->velocity[2] = 310;
845 s->waterjumptime = 2;
852 if (!VectorLength2(s->q.move))
854 // drift towards bottom
855 VectorSet(wishvel, 0, 0, -60);
863 // calculate movement vector
864 AngleVectors(s->q.viewangles, forward, right, up);
865 VectorSet(up, 0, 0, 1);
866 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
869 // split wishvel into wishspeed and wishdir
870 wishspeed = VectorLength(wishvel);
872 VectorScale(wishvel, 1 / wishspeed, wishdir);
874 VectorSet( wishdir, 0.0, 0.0, 0.0 );
875 wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
880 if (s->waterjumptime <= 0)
883 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
885 VectorScale(s->velocity, f, s->velocity);
887 // water acceleration
888 f = wishspeed - DotProduct(s->velocity, wishdir);
891 f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
892 VectorMA(s->velocity, f, wishdir, s->velocity);
895 // holding jump button swims upward slowly
898 if (s->watertype & SUPERCONTENTS_LAVA)
900 else if (s->watertype & SUPERCONTENTS_SLIME)
904 if (gamemode == GAME_NEXUIZ)
905 s->velocity[2] = 200;
907 s->velocity[2] = 100;
912 CL_ClientMovement_Move(s);
915 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
930 // jump if on ground with jump button pressed but only if it has been
931 // released at least once since the last jump
932 if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
934 s->velocity[2] += s->movevars_jumpvelocity;
939 // calculate movement vector
940 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
941 AngleVectors(yawangles, forward, right, up);
942 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
944 // split wishvel into wishspeed and wishdir
945 wishspeed = VectorLength(wishvel);
947 VectorScale(wishvel, 1 / wishspeed, wishdir);
949 VectorSet( wishdir, 0.0, 0.0, 0.0 );
950 wishspeed = min(wishspeed, s->movevars_maxspeed);
957 // apply edge friction
958 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
959 friction = s->movevars_friction;
960 if (f > 0 && s->movevars_edgefriction != 1)
964 // note: QW uses the full player box for the trace, and yet still
965 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
966 // this mimics it for compatibility
967 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
968 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
969 if (cls.protocol == PROTOCOL_QUAKEWORLD)
970 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
972 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
973 if (trace.fraction == 1 && !trace.startsolid)
974 friction *= s->movevars_edgefriction;
976 // apply ground friction
977 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
979 VectorScale(s->velocity, f, s->velocity);
980 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
983 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
984 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
986 s->velocity[2] -= cl_gravity.value * s->q.frametime;
987 if (cls.protocol == PROTOCOL_QUAKEWORLD)
989 if (VectorLength2(s->velocity))
990 CL_ClientMovement_Move(s);
994 if (s->waterjumptime <= 0)
1000 // apply air speed limit
1001 wishspeed = min(wishspeed, s->movevars_maxairspeed);
1004 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1007 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1008 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1012 vel_straight = DotProduct(s->velocity, wishdir);
1013 vel_z = s->velocity[2];
1014 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1015 vel_perpend[2] -= vel_z;
1017 vec_t f = wishspeed - vel_straight;
1019 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1021 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1023 VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1025 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1026 s->velocity[2] += vel_z;
1028 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1029 CL_ClientMovement_Move(s);
1033 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1035 //Con_Printf(" %f", frametime);
1038 s->waterjumptime -= s->q.frametime;
1039 CL_ClientMovement_UpdateStatus(s);
1040 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1041 CL_ClientMovement_Physics_Swim(s);
1043 CL_ClientMovement_Physics_Walk(s);
1046 void CL_ClientMovement_Replay(void)
1049 cl_clientmovement_state_t s;
1051 if (!cl.movement_replay)
1053 cl.movement_replay = false;
1055 // set up starting state for the series of moves
1056 memset(&s, 0, sizeof(s));
1057 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1058 VectorCopy(cl.mvelocity[0], s.velocity);
1059 s.crouched = true; // will be updated on first move
1060 s.canjump = cl.movement_replay_canjump;
1062 // set up movement variables
1063 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1065 s.movevars_gravity = cl.qw_movevars_gravity;
1066 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1067 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1068 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1069 s.movevars_accelerate = cl.qw_movevars_accelerate;
1070 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1071 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1072 s.movevars_friction = cl.qw_movevars_friction;
1073 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1074 s.movevars_entgravity = cl.qw_movevars_entgravity;
1075 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1076 s.movevars_edgefriction = cl_movement_edgefriction.value;
1077 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1078 s.movevars_stepheight = cl_movement_stepheight.value;
1079 s.movevars_airaccel_qw = 1.0;
1080 s.movevars_airaccel_sideways_friction = 0.0;
1084 s.movevars_gravity = sv_gravity.value;
1085 s.movevars_stopspeed = cl_movement_stopspeed.value;
1086 s.movevars_maxspeed = cl_movement_maxspeed.value;
1087 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1088 s.movevars_accelerate = cl_movement_accelerate.value;
1089 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1090 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1091 s.movevars_friction = cl_movement_friction.value;
1092 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1093 s.movevars_entgravity = 1;
1094 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1095 s.movevars_edgefriction = cl_movement_edgefriction.value;
1096 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1097 s.movevars_stepheight = cl_movement_stepheight.value;
1098 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1099 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1102 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);
1103 if (cl.movement_predicted)
1105 //Con_Printf("%f: ", cl.mtime[0]);
1107 // replay the input queue to predict current location
1108 // note: this relies on the fact there's always one queue item at the end
1110 for (i = 0;i < cl.movement_numqueue;i++)
1112 s.q = cl.movement_queue[i];
1113 // if a move is more than 50ms, do it as two moves (matching qwsv)
1114 if (s.q.frametime > 0.05)
1116 s.q.frametime *= 0.5;
1117 CL_ClientMovement_PlayerMove(&s);
1119 CL_ClientMovement_PlayerMove(&s);
1124 // get the first movement queue entry to know whether to crouch and such
1125 s.q = cl.movement_queue[0];
1127 // store replay location
1128 CL_ClientMovement_UpdateStatus(&s);
1129 cl.onground = s.onground;
1130 cl.movement_time[1] = cl.movement_time[0];
1131 cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1132 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1133 VectorCopy(s.origin, cl.movement_origin);
1134 VectorCopy(s.velocity, cl.movement_velocity);
1135 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1136 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1139 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1144 if (to->angles[0] != from->angles[0])
1145 bits |= QW_CM_ANGLE1;
1146 if (to->angles[1] != from->angles[1])
1147 bits |= QW_CM_ANGLE2;
1148 if (to->angles[2] != from->angles[2])
1149 bits |= QW_CM_ANGLE3;
1150 if (to->forwardmove != from->forwardmove)
1151 bits |= QW_CM_FORWARD;
1152 if (to->sidemove != from->sidemove)
1154 if (to->upmove != from->upmove)
1156 if (to->buttons != from->buttons)
1157 bits |= QW_CM_BUTTONS;
1158 if (to->impulse != from->impulse)
1159 bits |= QW_CM_IMPULSE;
1161 MSG_WriteByte(buf, bits);
1162 if (bits & QW_CM_ANGLE1)
1163 MSG_WriteAngle16i(buf, to->angles[0]);
1164 if (bits & QW_CM_ANGLE2)
1165 MSG_WriteAngle16i(buf, to->angles[1]);
1166 if (bits & QW_CM_ANGLE3)
1167 MSG_WriteAngle16i(buf, to->angles[2]);
1168 if (bits & QW_CM_FORWARD)
1169 MSG_WriteShort(buf, to->forwardmove);
1170 if (bits & QW_CM_SIDE)
1171 MSG_WriteShort(buf, to->sidemove);
1172 if (bits & QW_CM_UP)
1173 MSG_WriteShort(buf, to->upmove);
1174 if (bits & QW_CM_BUTTONS)
1175 MSG_WriteByte(buf, to->buttons);
1176 if (bits & QW_CM_IMPULSE)
1177 MSG_WriteByte(buf, to->impulse);
1178 MSG_WriteByte(buf, to->msec);
1186 extern cvar_t cl_netinputpacketspersecond;
1187 void CL_SendMove(void)
1193 unsigned char data[128];
1194 static double lastsendtime = 0;
1195 #define MOVEAVERAGING 0
1197 static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1199 float forwardmove, sidemove, upmove;
1201 // if playing a demo, do nothing
1206 // accumulate changes between messages
1207 accumforwardmove += cl.cmd.forwardmove;
1208 accumsidemove += cl.cmd.sidemove;
1209 accumupmove += cl.cmd.upmove;
1213 if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1215 if (!cl.movement_needupdate)
1217 cl.movement_needupdate = false;
1221 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
1223 // don't let it fall behind if CL_SendMove hasn't been called recently
1224 // (such is the case when framerate is too low for instance)
1225 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
1228 // average the accumulated changes
1229 accumtotal = 1.0f / accumtotal;
1230 forwardmove = accumforwardmove * accumtotal;
1231 sidemove = accumsidemove * accumtotal;
1232 upmove = accumupmove * accumtotal;
1233 accumforwardmove = 0;
1238 // use the latest values
1239 forwardmove = cl.cmd.forwardmove;
1240 sidemove = cl.cmd.sidemove;
1241 upmove = cl.cmd.upmove;
1244 if (cls.signon == SIGNONS)
1245 CL_UpdatePrydonCursor();
1252 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1254 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1255 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1256 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1257 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1258 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1259 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1260 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1261 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1262 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1263 if (key_dest != key_game || key_consoleactive) bits |= 512;
1264 if (cl_prydoncursor.integer) bits |= 1024;
1265 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1266 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1267 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1268 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1269 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1270 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1271 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1272 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1273 // button bits 19-31 unused currently
1274 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1275 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1276 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1277 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1278 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1280 impulse = in_impulse;
1283 csqc_buttons = bits;
1285 if (cls.signon == SIGNONS)
1287 // always dump the first two messages, because they may contain leftover inputs from the last level
1288 if (++cl.movemessages >= 2)
1290 // send the movement message
1291 // PROTOCOL_QUAKE clc_move = 16 bytes total
1292 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1293 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1294 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1295 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1296 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1297 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1298 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1299 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1300 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
1301 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1302 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1306 static double oldmsectime;
1307 qw_usercmd_t *cmd, *oldcmd;
1308 qw_usercmd_t nullcmd;
1310 //Con_Printf("code qw_clc_move\n");
1312 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1313 cmd = &cl.qw_moves[i];
1314 memset(&nullcmd, 0, sizeof(nullcmd));
1315 memset(cmd, 0, sizeof(*cmd));
1316 cmd->buttons = bits;
1317 cmd->impulse = impulse;
1318 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1319 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1320 cmd->upmove = (short)bound(-32768, upmove, 32767);
1321 VectorCopy(cl.viewangles, cmd->angles);
1322 msectime = realtime * 1000;
1323 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1324 // ridiculous value rejection (matches qw)
1325 if (cmd->msec > 250)
1327 oldmsectime = msectime;
1329 CL_ClientMovement_InputQW(cmd);
1331 MSG_WriteByte(&buf, qw_clc_move);
1332 // save the position for a checksum byte
1333 checksumindex = buf.cursize;
1334 MSG_WriteByte(&buf, 0);
1335 // packet loss percentage
1336 // FIXME: netgraph stuff
1337 MSG_WriteByte(&buf, 0);
1338 // write most recent 3 moves
1339 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1340 cmd = &cl.qw_moves[i];
1341 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1343 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1344 cmd = &cl.qw_moves[i];
1345 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1347 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1348 cmd = &cl.qw_moves[i];
1349 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1350 // calculate the checksum
1351 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1352 // if delta compression history overflows, request no delta
1353 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1354 cl.qw_validsequence = 0;
1355 // request delta compression if appropriate
1356 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1358 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1359 MSG_WriteByte(&buf, qw_clc_delta);
1360 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1363 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1365 else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1368 MSG_WriteByte (&buf, clc_move);
1369 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1371 for (i = 0;i < 3;i++)
1372 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1374 MSG_WriteCoord16i (&buf, forwardmove);
1375 MSG_WriteCoord16i (&buf, sidemove);
1376 MSG_WriteCoord16i (&buf, upmove);
1378 MSG_WriteByte (&buf, bits);
1379 MSG_WriteByte (&buf, impulse);
1381 CL_ClientMovement_Input((bits & 2) != 0, false);
1383 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1386 MSG_WriteByte (&buf, clc_move);
1387 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1389 for (i = 0;i < 3;i++)
1390 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1392 MSG_WriteCoord16i (&buf, forwardmove);
1393 MSG_WriteCoord16i (&buf, sidemove);
1394 MSG_WriteCoord16i (&buf, upmove);
1396 MSG_WriteByte (&buf, bits);
1397 MSG_WriteByte (&buf, impulse);
1399 CL_ClientMovement_Input((bits & 2) != 0, false);
1401 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1404 MSG_WriteByte (&buf, clc_move);
1405 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1407 for (i = 0;i < 3;i++)
1408 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1410 MSG_WriteCoord16i (&buf, forwardmove);
1411 MSG_WriteCoord16i (&buf, sidemove);
1412 MSG_WriteCoord16i (&buf, upmove);
1414 MSG_WriteByte (&buf, bits);
1415 MSG_WriteByte (&buf, impulse);
1417 CL_ClientMovement_Input((bits & 2) != 0, false);
1422 MSG_WriteByte (&buf, clc_move);
1423 if (cls.protocol != PROTOCOL_DARKPLACES6)
1425 if (cl_movement.integer)
1428 MSG_WriteLong (&buf, cl.movesequence);
1431 MSG_WriteLong (&buf, 0);
1433 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
1435 for (i = 0;i < 3;i++)
1436 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1438 MSG_WriteCoord16i (&buf, forwardmove);
1439 MSG_WriteCoord16i (&buf, sidemove);
1440 MSG_WriteCoord16i (&buf, upmove);
1442 MSG_WriteLong (&buf, bits);
1443 MSG_WriteByte (&buf, impulse);
1444 // PRYDON_CLIENTCURSOR
1446 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1447 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1448 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1449 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1450 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1451 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1452 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1453 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1454 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1456 // FIXME: bits & 16 is +button5, Nexuiz specific
1457 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1461 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1463 // ack the last few frame numbers
1464 // (redundent to improve handling of client->server packet loss)
1465 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1466 for (i = 0;i < LATESTFRAMENUMS;i++)
1468 if (cl.latestframenums[i] > 0)
1470 if (developer_networkentities.integer >= 1)
1471 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1472 MSG_WriteByte(&buf, clc_ackframe);
1473 MSG_WriteLong(&buf, cl.latestframenums[i]);
1478 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1479 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1482 // send the reliable message (forwarded commands) if there is one
1483 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1485 if (cls.netcon->message.overflowed)
1487 Con_Print("CL_SendMove: lost server connection\n");
1489 Host_ShutdownServer();
1498 void CL_InitInput (void)
1500 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1501 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1502 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1503 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1504 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1505 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1506 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1507 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1508 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1509 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1510 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1511 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1512 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1513 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1514 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1515 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1516 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1517 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1518 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1519 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1520 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1521 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1522 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1523 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1524 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1525 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1526 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1527 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1528 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1529 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1530 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1531 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1532 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1534 // LordHavoc: added use button
1535 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1536 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1538 // LordHavoc: added 6 new buttons
1539 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1540 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1541 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1542 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1543 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1544 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1545 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1546 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1547 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1548 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1549 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1550 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1551 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1552 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1553 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1554 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1555 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1556 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1557 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1558 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1559 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1560 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1561 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1562 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1563 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1564 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1565 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1566 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1568 Cvar_RegisterVariable(&cl_movement);
1569 Cvar_RegisterVariable(&cl_movement_latency);
1570 Cvar_RegisterVariable(&cl_movement_maxspeed);
1571 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1572 Cvar_RegisterVariable(&cl_movement_stopspeed);
1573 Cvar_RegisterVariable(&cl_movement_friction);
1574 Cvar_RegisterVariable(&cl_movement_edgefriction);
1575 Cvar_RegisterVariable(&cl_movement_stepheight);
1576 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1577 Cvar_RegisterVariable(&cl_movement_accelerate);
1578 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1579 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1580 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1581 Cvar_RegisterVariable(&cl_gravity);
1582 Cvar_RegisterVariable(&cl_slowmo);
1584 Cvar_RegisterVariable(&in_pitch_min);
1585 Cvar_RegisterVariable(&in_pitch_max);
1586 Cvar_RegisterVariable(&m_filter);
1588 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1590 Cvar_RegisterVariable(&cl_nodelta);