/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl.input.c -- builds an intended movement command to send to the server // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. #include "quakedef.h" #include "csprogs.h" /* =============================================================================== KEY BUTTONS Continuous button event tracking is complicated by the fact that two different input sources (say, mouse button 1 and the control key) can both press the same button, but the button should only be released when both of the pressing key have been released. When a key event issues a button command (+forward, +attack, etc), it appends its key number as a parameter to the command so it can be matched up with the release. state bit 0 is the current state of the key state bit 1 is edge triggered on the up to down transition state bit 2 is edge triggered on the down to up transition =============================================================================== */ kbutton_t in_mlook, in_klook; kbutton_t in_left, in_right, in_forward, in_back; kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use; kbutton_t in_up, in_down; // LordHavoc: added 6 new buttons kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8; //even more kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16; int in_impulse; void KeyDown (kbutton_t *b) { int k; const char *c; c = Cmd_Argv(1); if (c[0]) k = atoi(c); else k = -1; // typed manually at the console for continuous down if (k == b->down[0] || k == b->down[1]) return; // repeating key if (!b->down[0]) b->down[0] = k; else if (!b->down[1]) b->down[1] = k; else { Con_Print("Three keys down for a button!\n"); return; } if (b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; const char *c; c = Cmd_Argv(1); if (c[0]) k = atoi(c); else { // typed manually at the console, assume for unsticking, so clear all b->down[0] = b->down[1] = 0; b->state = 4; // impulse up return; } if (b->down[0] == k) b->down[0] = 0; else if (b->down[1] == k) b->down[1] = 0; else return; // key up without coresponding down (menu pass through) if (b->down[0] || b->down[1]) return; // some other key is still holding it down if (!(b->state & 1)) return; // still up (this should not happen) b->state &= ~1; // now up b->state |= 4; // impulse up } void IN_KLookDown (void) {KeyDown(&in_klook);} void IN_KLookUp (void) {KeyUp(&in_klook);} void IN_MLookDown (void) {KeyDown(&in_mlook);} void IN_MLookUp (void) { KeyUp(&in_mlook); if ( !(in_mlook.state&1) && lookspring.value) V_StartPitchDrift(); } void IN_UpDown(void) {KeyDown(&in_up);} void IN_UpUp(void) {KeyUp(&in_up);} void IN_DownDown(void) {KeyDown(&in_down);} void IN_DownUp(void) {KeyUp(&in_down);} void IN_LeftDown(void) {KeyDown(&in_left);} void IN_LeftUp(void) {KeyUp(&in_left);} void IN_RightDown(void) {KeyDown(&in_right);} void IN_RightUp(void) {KeyUp(&in_right);} void IN_ForwardDown(void) {KeyDown(&in_forward);} void IN_ForwardUp(void) {KeyUp(&in_forward);} void IN_BackDown(void) {KeyDown(&in_back);} void IN_BackUp(void) {KeyUp(&in_back);} void IN_LookupDown(void) {KeyDown(&in_lookup);} void IN_LookupUp(void) {KeyUp(&in_lookup);} void IN_LookdownDown(void) {KeyDown(&in_lookdown);} void IN_LookdownUp(void) {KeyUp(&in_lookdown);} void IN_MoveleftDown(void) {KeyDown(&in_moveleft);} void IN_MoveleftUp(void) {KeyUp(&in_moveleft);} void IN_MoverightDown(void) {KeyDown(&in_moveright);} void IN_MoverightUp(void) {KeyUp(&in_moveright);} void IN_SpeedDown(void) {KeyDown(&in_speed);} void IN_SpeedUp(void) {KeyUp(&in_speed);} void IN_StrafeDown(void) {KeyDown(&in_strafe);} void IN_StrafeUp(void) {KeyUp(&in_strafe);} void IN_AttackDown(void) {KeyDown(&in_attack);} void IN_AttackUp(void) {KeyUp(&in_attack);} void IN_UseDown(void) {KeyDown(&in_use);} void IN_UseUp(void) {KeyUp(&in_use);} // LordHavoc: added 6 new buttons void IN_Button3Down(void) {KeyDown(&in_button3);} void IN_Button3Up(void) {KeyUp(&in_button3);} void IN_Button4Down(void) {KeyDown(&in_button4);} void IN_Button4Up(void) {KeyUp(&in_button4);} void IN_Button5Down(void) {KeyDown(&in_button5);} void IN_Button5Up(void) {KeyUp(&in_button5);} void IN_Button6Down(void) {KeyDown(&in_button6);} void IN_Button6Up(void) {KeyUp(&in_button6);} void IN_Button7Down(void) {KeyDown(&in_button7);} void IN_Button7Up(void) {KeyUp(&in_button7);} void IN_Button8Down(void) {KeyDown(&in_button8);} void IN_Button8Up(void) {KeyUp(&in_button8);} void IN_Button9Down(void) {KeyDown(&in_button9);} void IN_Button9Up(void) {KeyUp(&in_button9);} void IN_Button10Down(void) {KeyDown(&in_button10);} void IN_Button10Up(void) {KeyUp(&in_button10);} void IN_Button11Down(void) {KeyDown(&in_button11);} void IN_Button11Up(void) {KeyUp(&in_button11);} void IN_Button12Down(void) {KeyDown(&in_button12);} void IN_Button12Up(void) {KeyUp(&in_button12);} void IN_Button13Down(void) {KeyDown(&in_button13);} void IN_Button13Up(void) {KeyUp(&in_button13);} void IN_Button14Down(void) {KeyDown(&in_button14);} void IN_Button14Up(void) {KeyUp(&in_button14);} void IN_Button15Down(void) {KeyDown(&in_button15);} void IN_Button15Up(void) {KeyUp(&in_button15);} void IN_Button16Down(void) {KeyDown(&in_button16);} void IN_Button16Up(void) {KeyUp(&in_button16);} void IN_JumpDown (void) {KeyDown(&in_jump);} void IN_JumpUp (void) {KeyUp(&in_jump);} void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));} /* =============== CL_KeyState Returns 0.25 if a key was pressed and released during the frame, 0.5 if it was pressed and held 0 if held then released, and 1.0 if held for the entire time =============== */ float CL_KeyState (kbutton_t *key) { float val; qboolean impulsedown, impulseup, down; impulsedown = key->state & 2; impulseup = key->state & 4; down = key->state & 1; val = 0; if (impulsedown && !impulseup) { if (down) val = 0.5; // pressed and held this frame else val = 0; // I_Error (); } if (impulseup && !impulsedown) { if (down) val = 0; // I_Error (); else val = 0; // released this frame } if (!impulsedown && !impulseup) { if (down) val = 1.0; // held the entire frame else val = 0; // up the entire frame } if (impulsedown && impulseup) { if (down) val = 0.75; // released and re-pressed this frame else val = 0.25; // pressed and released this frame } key->state &= 1; // clear impulses return val; } //========================================================================== cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"}; cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"}; cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"}; cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"}; cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"}; cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"}; cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"}; cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"}; cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"}; 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"}; cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"}; cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"}; 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)"}; cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"}; 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)"}; cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"}; cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"}; 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)"}; cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"}; cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"}; cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"}; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed; float up, down; if (in_speed.state & 1) speed = host_realframetime * cl_anglespeedkey.value; else speed = host_realframetime; if (!(in_strafe.state & 1)) { cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right); cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left); } if (in_klook.state & 1) { V_StopPitchDrift (); cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward); cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back); } up = CL_KeyState (&in_lookup); down = CL_KeyState(&in_lookdown); cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up; cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down; if (up || down) V_StopPitchDrift (); cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]); cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]); cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]); if (cl.viewangles[YAW] >= 180) cl.viewangles[YAW] -= 360; if (cl.viewangles[PITCH] >= 180) cl.viewangles[PITCH] -= 360; if (cl.viewangles[ROLL] >= 180) cl.viewangles[ROLL] -= 360; cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value); cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50); } qboolean cl_ignoremousemove = false; /* ================ CL_Move Send the intended movement message to the server ================ */ void CL_Move (void) { vec3_t temp; float mx, my; static float old_mouse_x = 0, old_mouse_y = 0; // clamp before the move to prevent starting with bad angles CL_AdjustAngles (); // get basic movement from keyboard // PRYDON_CLIENTCURSOR needs to survive basemove resets VectorCopy (cl.cmd.cursor_screen, temp); memset (&cl.cmd, 0, sizeof(cl.cmd)); VectorCopy (temp, cl.cmd.cursor_screen); if (in_strafe.state & 1) { cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right); cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left); } cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright); cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft); cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up); cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down); if (! (in_klook.state & 1) ) { cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward); cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back); } // adjust for speed key if (in_speed.state & 1) { cl.cmd.forwardmove *= cl_movespeedkey.value; cl.cmd.sidemove *= cl_movespeedkey.value; cl.cmd.upmove *= cl_movespeedkey.value; } in_mouse_x = 0; in_mouse_y = 0; // allow mice or other external controllers to add to the move IN_Move (); // ignore a mouse move if mouse was activated/deactivated this frame if (cl_ignoremousemove) { cl_ignoremousemove = false; in_mouse_x = 0; in_mouse_y = 0; } // apply m_filter if it is on mx = in_mouse_x; my = in_mouse_y; if (m_filter.integer) { in_mouse_x = (mx + old_mouse_x) * 0.5; in_mouse_y = (my + old_mouse_y) * 0.5; } old_mouse_x = mx; old_mouse_y = my; // if not in menu, apply mouse move to viewangles/movement if (!cl.csqc_wantsmousemove && in_client_mouse) { if (cl_prydoncursor.integer) { // mouse interacting with the scene, mostly stationary view V_StopPitchDrift(); cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width; cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height; } else if (in_strafe.state & 1) { // strafing mode, all looking is movement V_StopPitchDrift(); cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value; if (noclip_anglehack) cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value; else cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value; } else if ((in_mlook.state & 1) || freelook.integer) { // mouselook, lookstrafe causes turning to become strafing V_StopPitchDrift(); if (lookstrafe.integer) cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value; else cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom; cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom; } else { // non-mouselook, yaw turning and forward/back movement cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom; cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value; } } // clamp after the move to prevent rendering with bad angles CL_AdjustAngles (); } #include "cl_collision.h" extern void V_CalcRefdef(void); void CL_UpdatePrydonCursor(void) { vec3_t temp, scale; if (!cl_prydoncursor.integer) VectorClear(cl.cmd.cursor_screen); /* if (cl.cmd.cursor_screen[0] < -1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = -1; } if (cl.cmd.cursor_screen[0] > 1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = 1; } if (cl.cmd.cursor_screen[1] < -1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = -1; } if (cl.cmd.cursor_screen[1] > 1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = 1; } */ cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1); cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1); cl.cmd.cursor_screen[2] = 1; scale[0] = -r_refdef.frustum_x; scale[1] = -r_refdef.frustum_y; scale[2] = 1; // trace distance VectorScale(scale, 1000000, scale); // calculate current view matrix V_CalcRefdef(); VectorClear(temp); Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start); VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]); Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end); // trace from view origin to the cursor 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); // makes sparks where cursor is //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0); } void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch) { int i; int n; // remove stale queue items n = cl.movement_numqueue; cl.movement_numqueue = 0; if (cl.servermovesequence) { for (i = 0;i < n;i++) if (cl.movement_queue[i].sequence > cl.servermovesequence) cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; } else { double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0; for (i = 0;i < n;i++) if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime) cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; } // add to input queue if there is room if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1]) { // add to input queue cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence; cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0; cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1]; VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles); cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove; cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove; cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove; cl.movement_queue[cl.movement_numqueue].jump = buttonjump; cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch; cl.movement_numqueue++; } cl.movement_replay = true; } void CL_ClientMovement_Replay(void) { int i; int bump; int contents; int crouch; int onground; double edgefriction; double frametime; double t; vec_t wishspeed; vec_t addspeed; vec_t accelspeed; vec_t f; vec_t *playermins; vec_t *playermaxs; vec3_t currentorigin; vec3_t currentvelocity; vec3_t forward; vec3_t right; vec3_t up; vec3_t wishvel; vec3_t wishdir; vec3_t neworigin; vec3_t currentorigin2; vec3_t neworigin2; vec3_t yawangles; trace_t trace; trace_t trace2; trace_t trace3; if (!cl.movement_replay) return; cl.movement_replay = false; // fetch current starting values VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin); VectorCopy(cl.mvelocity[0], currentvelocity); // FIXME: try minor nudges in various directions if startsolid to find a // safe place to start the walk (due to network compression in some // protocols this starts in solid) //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor crouch = false; // this will be updated on first move // check if onground VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1); VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1); trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7; //Con_Printf("%f: ", cl.mtime[0]); // replay the input queue to predict current location // note: this relies on the fact there's always one queue item at the end for (i = 0;cl.movement && i < cl.movement_numqueue;i++) { client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1); frametime = q->frametime; //Con_Printf(" %f", frametime); //if (frametime > 0) { if (q->crouch) { // wants to crouch, this always works... if (!crouch) crouch = true; } else { // wants to stand, if currently crouching we need to check for a // low ceiling first if (crouch) { trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); if (!trace.startsolid) crouch = false; } } if (crouch) { playermins = cl_playercrouchmins; playermaxs = cl_playercrouchmaxs; } else { playermins = cl_playerstandmins; playermaxs = cl_playerstandmaxs; } // change velocity according to q->viewangles and q->move contents = CL_PointSuperContents(currentorigin); if (contents & SUPERCONTENTS_LIQUIDSMASK) { // swim AngleVectors(q->viewangles, forward, right, up); VectorSet(up, 0, 0, 1); VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel); wishspeed = VectorLength(wishvel); if (wishspeed) VectorScale(wishvel, 1 / wishspeed, wishdir); else VectorSet( wishdir, 0.0, 0.0, 0.0 ); wishspeed = min(wishspeed, cl_movement_maxspeed.value); if (crouch) wishspeed *= 0.5; wishspeed *= 0.6; VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity); f = wishspeed - DotProduct(currentvelocity, wishdir); if (f > 0) { f = min(f, cl_movement_accelerate.value * frametime * wishspeed); VectorMA(currentvelocity, f, wishdir, currentvelocity); } if (q->jump) { if (contents & SUPERCONTENTS_LAVA) currentvelocity[2] = 50; else if (contents & SUPERCONTENTS_SLIME) currentvelocity[2] = 80; else { if (gamemode == GAME_NEXUIZ) currentvelocity[2] = 200; else currentvelocity[2] = 100; } } } else { // walk if (onground && q->jump) { currentvelocity[2] += cl_movement_jumpvelocity.value; onground = false; } VectorSet(yawangles, 0, q->viewangles[1], 0); AngleVectors(yawangles, forward, right, up); VectorMAM(q->move[0], forward, q->move[1], right, wishvel); wishspeed = VectorLength(wishvel); if (wishspeed) VectorScale(wishvel, 1 / wishspeed, wishdir); else VectorSet( wishdir, 0.0, 0.0, 0.0 ); wishspeed = min(wishspeed, cl_movement_maxspeed.value); if (crouch) wishspeed *= 0.5; // check if onground if (onground) { // apply ground friction f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]); edgefriction = 1; if (f > 0) { VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]); VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34); trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); if (trace.fraction == 1) edgefriction = cl_movement_edgefriction.value; } // apply friction f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value; f = max(f, 0); VectorScale(currentvelocity, f, currentvelocity); } else { // apply air speed limit wishspeed = min(wishspeed, cl_movement_maxairspeed.value); } if (gamemode == GAME_NEXUIZ) addspeed = wishspeed; else addspeed = wishspeed - DotProduct(currentvelocity, wishdir); if (addspeed > 0) { accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed); VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity); } currentvelocity[2] -= cl_gravity.value * frametime; } } //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4)) { if (crouch) { playermins = cl_playercrouchmins; playermaxs = cl_playercrouchmaxs; } else { playermins = cl_playerstandmins; playermaxs = cl_playerstandmaxs; } onground = false; for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++) { VectorMA(currentorigin, t, currentvelocity, neworigin); trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); if (trace.fraction < 1 && trace.plane.normal[2] == 0) { // may be a step or wall, try stepping up // first move forward at a higher level VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value); VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value); trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); // then move down from there VectorCopy(trace2.endpos, currentorigin2); VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]); trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); //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]); // accept the new trace if it made some progress if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125) { trace = trace2; VectorCopy(trace3.endpos, trace.endpos); } } if (trace.fraction == 1) { VectorCopy(trace.endpos, currentorigin); break; } if (trace.plane.normal[2] > 0.7) onground = true; t *= 1 - trace.fraction; if (trace.fraction >= 0.001) VectorCopy(trace.endpos, currentorigin); f = DotProduct(currentvelocity, trace.plane.normal); VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity); } } } // store replay location VectorCopy(cl.movement_origin, cl.movement_oldorigin); VectorCopy(currentorigin, cl.movement_origin); VectorCopy(currentvelocity, cl.movement_velocity); //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin); //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0); } /* ============== CL_SendMove ============== */ extern cvar_t cl_netinputpacketspersecond; void CL_SendMove(void) { int i; int bits; int impulse; sizebuf_t buf; unsigned char data[128]; static double lastsendtime = 0; #define MOVEAVERAGING 0 #if MOVEAVERAGING static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation #endif float forwardmove, sidemove, upmove; // if playing a demo, do nothing if (!cls.netcon) return; #if MOVEAVERAGING // accumulate changes between messages accumforwardmove += cl.cmd.forwardmove; accumsidemove += cl.cmd.sidemove; accumupmove += cl.cmd.upmove; accumtotal++; #endif if (cl_movement.integer && cls.signon == SIGNONS) { if (!cl.movement_needupdate) return; cl.movement_needupdate = false; cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission; } else { cl.movement = false; if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100)) return; // don't let it fall behind if CL_SendMove hasn't been called recently // (such is the case when framerate is too low for instance) lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime); } #if MOVEAVERAGING // average the accumulated changes accumtotal = 1.0f / accumtotal; forwardmove = accumforwardmove * accumtotal; sidemove = accumsidemove * accumtotal; upmove = accumupmove * accumtotal; accumforwardmove = 0; accumsidemove = 0; accumupmove = 0; accumtotal = 0; #else // use the latest values forwardmove = cl.cmd.forwardmove; sidemove = cl.cmd.sidemove; upmove = cl.cmd.upmove; #endif if (cls.signon == SIGNONS) CL_UpdatePrydonCursor(); buf.maxsize = 128; buf.cursize = 0; buf.data = data; // set button bits // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button bits = 0; if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2; if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2; if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2; if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2; if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2; if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2; if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2; if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2; if (in_use.state & 3) bits |= 256;in_use.state &= ~2; if (key_dest != key_game || key_consoleactive) bits |= 512; if (cl_prydoncursor.integer) bits |= 1024; if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2; if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2; if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2; if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2; if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2; if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2; if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2; if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2; // button bits 19-31 unused currently // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen if (cl.cmd.cursor_screen[0] <= -1) bits |= 8; if (cl.cmd.cursor_screen[0] >= 1) bits |= 16; if (cl.cmd.cursor_screen[1] <= -1) bits |= 32; if (cl.cmd.cursor_screen[1] >= 1) bits |= 64; impulse = in_impulse; in_impulse = 0; csqc_buttons = bits; if (cls.signon == SIGNONS) { // always dump the first two messages, because they may contain leftover inputs from the last level if (++cl.movemessages >= 2) { // send the movement message // PROTOCOL_QUAKE clc_move = 16 bytes total // PROTOCOL_QUAKEDP clc_move = 16 bytes total // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE) { // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 3 bytes for (i = 0;i < 3;i++) MSG_WriteAngle8i (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 2 bytes MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, impulse); } else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3) { // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 12 bytes for (i = 0;i < 3;i++) MSG_WriteAngle32f (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 2 bytes MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, impulse); } else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5) { // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 6 bytes for (i = 0;i < 3;i++) MSG_WriteAngle16i (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 2 bytes MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, impulse); } else { // 5 bytes MSG_WriteByte (&buf, clc_move); if (cls.protocol != PROTOCOL_DARKPLACES6) { if (cl_movement.integer) { cl.movesequence++; MSG_WriteLong (&buf, cl.movesequence); } else MSG_WriteLong (&buf, 0); } MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 6 bytes for (i = 0;i < 3;i++) MSG_WriteAngle16i (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 5 bytes MSG_WriteLong (&buf, bits); MSG_WriteByte (&buf, impulse); // PRYDON_CLIENTCURSOR // 30 bytes MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f); MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f); MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]); MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]); MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]); MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber); } // FIXME: bits & 16 is +button5, Nexuiz specific CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0); } // ack the last few frame numbers // (redundent to improve handling of client->server packet loss) // for LATESTFRAMENUMS == 3 case this is 15 bytes for (i = 0;i < LATESTFRAMENUMS;i++) { if (cl.latestframenums[i] > 0) { if (developer_networkentities.integer >= 1) Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]); MSG_WriteByte(&buf, clc_ackframe); MSG_WriteLong(&buf, cl.latestframenums[i]); } } // PROTOCOL_DARKPLACES6 = 67 bytes per packet // PROTOCOL_DARKPLACES7 = 71 bytes per packet } // send the reliable message (forwarded commands) if there is one NetConn_SendUnreliableMessage(cls.netcon, &buf); if (cls.netcon->message.overflowed) { Con_Print("CL_SendMove: lost server connection\n"); CL_Disconnect(); Host_ShutdownServer(); } } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward"); Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward"); Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward"); Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward"); Cmd_AddCommand ("+left",IN_LeftDown, "turn left"); Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left"); Cmd_AddCommand ("+right",IN_RightDown, "turn right"); Cmd_AddCommand ("-right",IN_RightUp, "stop turning right"); Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward"); Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward"); Cmd_AddCommand ("+back",IN_BackDown, "move backward"); Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward"); Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward"); Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward"); Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward"); Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward"); Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n"); Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode"); Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left"); Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left"); Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right"); Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right"); Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)"); Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode"); Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing"); Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing"); Cmd_AddCommand ("+jump", IN_JumpDown, "jump"); Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)"); Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)"); Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view"); Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode"); Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view"); Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode"); // LordHavoc: added use button Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)"); Cmd_AddCommand ("-use", IN_UseUp, "stop using something"); // LordHavoc: added 6 new buttons Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)"); Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3"); Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)"); Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4"); Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)"); Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5"); Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)"); Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6"); Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)"); Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7"); Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)"); Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8"); Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)"); Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9"); Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)"); Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10"); Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)"); Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11"); Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)"); Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12"); Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)"); Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13"); Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)"); Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14"); Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)"); Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15"); Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)"); Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16"); Cvar_RegisterVariable(&cl_movement); Cvar_RegisterVariable(&cl_movement_latency); Cvar_RegisterVariable(&cl_movement_maxspeed); Cvar_RegisterVariable(&cl_movement_maxairspeed); Cvar_RegisterVariable(&cl_movement_stopspeed); Cvar_RegisterVariable(&cl_movement_friction); Cvar_RegisterVariable(&cl_movement_edgefriction); Cvar_RegisterVariable(&cl_movement_stepheight); Cvar_RegisterVariable(&cl_movement_accelerate); Cvar_RegisterVariable(&cl_movement_jumpvelocity); Cvar_RegisterVariable(&cl_gravity); Cvar_RegisterVariable(&cl_slowmo); Cvar_RegisterVariable(&in_pitch_min); Cvar_RegisterVariable(&in_pitch_max); Cvar_RegisterVariable(&m_filter); Cvar_RegisterVariable(&cl_netinputpacketspersecond); }