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
28 ===============================================================================
32 Continuous button event tracking is complicated by the fact that two different
33 input sources (say, mouse button 1 and the control key) can both press the
34 same button, but the button should only be released when both of the
35 pressing key have been released.
37 When a key event issues a button command (+forward, +attack, etc), it appends
38 its key number as a parameter to the command so it can be matched up with
41 state bit 0 is the current state of the key
42 state bit 1 is edge triggered on the up to down transition
43 state bit 2 is edge triggered on the down to up transition
45 ===============================================================================
49 kbutton_t in_mlook, in_klook;
50 kbutton_t in_left, in_right, in_forward, in_back;
51 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
52 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
53 kbutton_t in_up, in_down;
54 // LordHavoc: added 6 new buttons
55 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
59 extern cvar_t sys_ticrate;
62 void KeyDown (kbutton_t *b)
71 k = -1; // typed manually at the console for continuous down
73 if (k == b->down[0] || k == b->down[1])
74 return; // repeating key
82 Con_Print("Three keys down for a button!\n");
88 b->state |= 1 + 2; // down + impulse down
91 void KeyUp (kbutton_t *b)
100 { // typed manually at the console, assume for unsticking, so clear all
101 b->down[0] = b->down[1] = 0;
102 b->state = 4; // impulse up
108 else if (b->down[1] == k)
111 return; // key up without coresponding down (menu pass through)
112 if (b->down[0] || b->down[1])
113 return; // some other key is still holding it down
116 return; // still up (this should not happen)
117 b->state &= ~1; // now up
118 b->state |= 4; // impulse up
121 void IN_KLookDown (void) {KeyDown(&in_klook);}
122 void IN_KLookUp (void) {KeyUp(&in_klook);}
123 void IN_MLookDown (void) {KeyDown(&in_mlook);}
124 void IN_MLookUp (void)
127 if ( !(in_mlook.state&1) && lookspring.value)
130 void IN_UpDown(void) {KeyDown(&in_up);}
131 void IN_UpUp(void) {KeyUp(&in_up);}
132 void IN_DownDown(void) {KeyDown(&in_down);}
133 void IN_DownUp(void) {KeyUp(&in_down);}
134 void IN_LeftDown(void) {KeyDown(&in_left);}
135 void IN_LeftUp(void) {KeyUp(&in_left);}
136 void IN_RightDown(void) {KeyDown(&in_right);}
137 void IN_RightUp(void) {KeyUp(&in_right);}
138 void IN_ForwardDown(void) {KeyDown(&in_forward);}
139 void IN_ForwardUp(void) {KeyUp(&in_forward);}
140 void IN_BackDown(void) {KeyDown(&in_back);}
141 void IN_BackUp(void) {KeyUp(&in_back);}
142 void IN_LookupDown(void) {KeyDown(&in_lookup);}
143 void IN_LookupUp(void) {KeyUp(&in_lookup);}
144 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
145 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
146 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
147 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
148 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
149 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
151 void IN_SpeedDown(void) {KeyDown(&in_speed);}
152 void IN_SpeedUp(void) {KeyUp(&in_speed);}
153 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
154 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
156 void IN_AttackDown(void) {KeyDown(&in_attack);}
157 void IN_AttackUp(void) {KeyUp(&in_attack);}
159 void IN_UseDown(void) {KeyDown(&in_use);}
160 void IN_UseUp(void) {KeyUp(&in_use);}
162 // LordHavoc: added 6 new buttons
163 void IN_Button3Down(void) {KeyDown(&in_button3);}
164 void IN_Button3Up(void) {KeyUp(&in_button3);}
165 void IN_Button4Down(void) {KeyDown(&in_button4);}
166 void IN_Button4Up(void) {KeyUp(&in_button4);}
167 void IN_Button5Down(void) {KeyDown(&in_button5);}
168 void IN_Button5Up(void) {KeyUp(&in_button5);}
169 void IN_Button6Down(void) {KeyDown(&in_button6);}
170 void IN_Button6Up(void) {KeyUp(&in_button6);}
171 void IN_Button7Down(void) {KeyDown(&in_button7);}
172 void IN_Button7Up(void) {KeyUp(&in_button7);}
173 void IN_Button8Down(void) {KeyDown(&in_button8);}
174 void IN_Button8Up(void) {KeyUp(&in_button8);}
176 void IN_JumpDown (void) {KeyDown(&in_jump);}
177 void IN_JumpUp (void) {KeyUp(&in_jump);}
179 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
185 Returns 0.25 if a key was pressed and released during the frame,
186 0.5 if it was pressed and held
187 0 if held then released, and
188 1.0 if held for the entire time
191 float CL_KeyState (kbutton_t *key)
194 qboolean impulsedown, impulseup, down;
196 impulsedown = key->state & 2;
197 impulseup = key->state & 4;
198 down = key->state & 1;
201 if (impulsedown && !impulseup)
204 val = 0.5; // pressed and held this frame
206 val = 0; // I_Error ();
208 if (impulseup && !impulsedown)
211 val = 0; // I_Error ();
213 val = 0; // released this frame
215 if (!impulsedown && !impulseup)
218 val = 1.0; // held the entire frame
220 val = 0; // up the entire frame
222 if (impulsedown && impulseup)
225 val = 0.75; // released and re-pressed this frame
227 val = 0.25; // pressed and released this frame
230 key->state &= 1; // clear impulses
238 //==========================================================================
240 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
241 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
242 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
243 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
245 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
247 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
248 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
250 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
252 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
253 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
254 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
255 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
256 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
257 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
258 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
259 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
260 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
261 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
262 cvar_t cl_gravity = {0, "cl_gravity", "800"};
263 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
265 cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
266 cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
268 cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
275 Moves the local angle positions
278 void CL_AdjustAngles (void)
283 if (in_speed.state & 1)
284 speed = host_realframetime * cl_anglespeedkey.value;
286 speed = host_realframetime;
288 if (!(in_strafe.state & 1))
290 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
291 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
293 if (in_klook.state & 1)
296 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
297 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
300 up = CL_KeyState (&in_lookup);
301 down = CL_KeyState(&in_lookdown);
303 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
304 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
309 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
310 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
311 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
312 if (cl.viewangles[YAW] >= 180)
313 cl.viewangles[YAW] -= 360;
314 if (cl.viewangles[PITCH] >= 180)
315 cl.viewangles[PITCH] -= 360;
316 if (cl.viewangles[ROLL] >= 180)
317 cl.viewangles[ROLL] -= 360;
319 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
320 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
323 qboolean cl_ignoremousemove = false;
329 Send the intended movement message to the server
336 static float old_mouse_x = 0, old_mouse_y = 0;
338 // clamp before the move to prevent starting with bad angles
341 // get basic movement from keyboard
342 // PRYDON_CLIENTCURSOR needs to survive basemove resets
343 VectorCopy (cl.cmd.cursor_screen, temp);
344 memset (&cl.cmd, 0, sizeof(cl.cmd));
345 VectorCopy (temp, cl.cmd.cursor_screen);
347 if (in_strafe.state & 1)
349 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
350 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
353 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
354 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
356 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
357 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
359 if (! (in_klook.state & 1) )
361 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
362 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
365 // adjust for speed key
366 if (in_speed.state & 1)
368 cl.cmd.forwardmove *= cl_movespeedkey.value;
369 cl.cmd.sidemove *= cl_movespeedkey.value;
370 cl.cmd.upmove *= cl_movespeedkey.value;
376 // allow mice or other external controllers to add to the move
379 // ignore a mouse move if mouse was activated/deactivated this frame
380 if (cl_ignoremousemove)
382 cl_ignoremousemove = false;
387 // apply m_filter if it is on
390 if (m_filter.integer)
392 in_mouse_x = (mx + old_mouse_x) * 0.5;
393 in_mouse_y = (my + old_mouse_y) * 0.5;
398 // if not in menu, apply mouse move to viewangles/movement
401 if (cl_prydoncursor.integer)
403 // mouse interacting with the scene, mostly stationary view
405 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
406 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
408 else if (in_strafe.state & 1)
410 // strafing mode, all looking is movement
412 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
413 if (noclip_anglehack)
414 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
416 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
418 else if ((in_mlook.state & 1) || freelook.integer)
420 // mouselook, lookstrafe causes turning to become strafing
422 if (lookstrafe.integer)
423 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
425 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
426 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
430 // non-mouselook, yaw turning and forward/back movement
431 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
432 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
436 // clamp after the move to prevent rendering with bad angles
440 #include "cl_collision.h"
442 extern void V_CalcRefdef(void);
443 void CL_UpdatePrydonCursor(void)
447 if (!cl_prydoncursor.integer)
448 VectorClear(cl.cmd.cursor_screen);
451 if (cl.cmd.cursor_screen[0] < -1)
453 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
454 cl.cmd.cursor_screen[0] = -1;
456 if (cl.cmd.cursor_screen[0] > 1)
458 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
459 cl.cmd.cursor_screen[0] = 1;
461 if (cl.cmd.cursor_screen[1] < -1)
463 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
464 cl.cmd.cursor_screen[1] = -1;
466 if (cl.cmd.cursor_screen[1] > 1)
468 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
469 cl.cmd.cursor_screen[1] = 1;
472 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
473 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
474 cl.cmd.cursor_screen[2] = 1;
476 scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
477 scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
481 VectorScale(scale, 1000000, scale);
483 // calculate current view matrix
486 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
487 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
488 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
489 // trace from view origin to the cursor
490 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);
491 // makes sparks where cursor is
492 //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
495 void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
512 vec3_t currentorigin;
513 vec3_t currentvelocity;
520 vec3_t currentorigin2;
526 // remove stale queue items
527 n = cl.movement_numqueue;
528 cl.movement_numqueue = 0;
529 if (cl.servermovesequence)
531 for (i = 0;i < n;i++)
532 if (cl.movement_queue[i].sequence > cl.servermovesequence)
533 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
537 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
538 for (i = 0;i < n;i++)
539 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
540 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
542 // add to input queue if there is room
543 if (cl_movement.integer && cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]) && cl.mtime[0] > cl.mtime[1])
545 // add to input queue
546 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
547 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
548 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
549 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
550 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
551 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
552 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
553 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
554 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
555 cl.movement_numqueue++;
557 // fetch current starting values
558 VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
559 VectorCopy(cl.mvelocity[0], currentvelocity);
561 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
562 VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
563 trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
564 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
565 // FIXME: try minor nudges in various directions if startsolid to find a
566 // safe place to start the walk (due to network compression in some
567 // protocols this starts in solid)
568 //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
569 crouch = false; // this will be updated on first move
570 //Con_Printf("%f: ", cl.mtime[0]);
571 // replay input queue, and remove any stale queue items
572 // note: this relies on the fact there's always one queue item at the end
573 // abort if client movement is disabled
574 cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
576 cl.movement_numqueue = 0;
577 for (i = 0;i < cl.movement_numqueue;i++)
579 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
580 frametime = q->frametime;
581 //Con_Printf(" %f", frametime);
586 // wants to crouch, this always works...
592 // wants to stand, if currently crouching we need to check for a
596 trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
597 if (!trace.startsolid)
603 playermins = cl_playercrouchmins;
604 playermaxs = cl_playercrouchmaxs;
608 playermins = cl_playerstandmins;
609 playermaxs = cl_playerstandmaxs;
611 // change velocity according to q->viewangles and q->move
612 contents = CL_PointSuperContents(currentorigin);
613 if (contents & SUPERCONTENTS_LIQUIDSMASK)
616 AngleVectors(q->viewangles, forward, right, up);
617 VectorSet(up, 0, 0, 1);
618 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
619 wishspeed = VectorLength(wishvel);
621 VectorScale(wishvel, 1 / wishspeed, wishdir);
622 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
626 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
627 f = wishspeed - DotProduct(currentvelocity, wishdir);
630 f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
631 VectorMA(currentvelocity, f, wishdir, currentvelocity);
635 if (contents & SUPERCONTENTS_LAVA)
636 currentvelocity[2] = 50;
637 else if (contents & SUPERCONTENTS_SLIME)
638 currentvelocity[2] = 80;
641 if (gamemode == GAME_NEXUIZ)
642 currentvelocity[2] = 200;
644 currentvelocity[2] = 100;
651 if (onground && q->jump)
653 currentvelocity[2] += cl_movement_jumpvelocity.value;
656 VectorSet(yawangles, 0, q->viewangles[1], 0);
657 AngleVectors(yawangles, forward, right, up);
658 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
659 wishspeed = VectorLength(wishvel);
661 VectorScale(wishvel, 1 / wishspeed, wishdir);
662 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
668 // apply ground friction
669 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
673 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
674 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
675 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
676 if (trace.fraction == 1)
677 edgefriction = cl_movement_edgefriction.value;
680 f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
682 VectorScale(currentvelocity, f, currentvelocity);
686 // apply air speed limit
687 wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
689 if (gamemode == GAME_NEXUIZ)
690 addspeed = wishspeed;
692 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
695 accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
696 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
698 currentvelocity[2] -= cl_gravity.value * frametime;
701 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
705 playermins = cl_playercrouchmins;
706 playermaxs = cl_playercrouchmaxs;
710 playermins = cl_playerstandmins;
711 playermaxs = cl_playerstandmaxs;
714 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
716 VectorMA(currentorigin, t, currentvelocity, neworigin);
717 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
718 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
720 // may be a step or wall, try stepping up
721 // first move forward at a higher level
722 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
723 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
724 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
725 // then move down from there
726 VectorCopy(trace2.endpos, currentorigin2);
727 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
728 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
729 //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]);
730 // accept the new trace if it made some progress
731 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
734 VectorCopy(trace3.endpos, trace.endpos);
737 if (trace.fraction == 1)
739 VectorCopy(trace.endpos, currentorigin);
742 if (trace.plane.normal[2] > 0.7)
744 t *= 1 - trace.fraction;
745 if (trace.fraction >= 0.001)
746 VectorCopy(trace.endpos, currentorigin);
747 f = DotProduct(currentvelocity, trace.plane.normal);
748 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
752 // store replay location
753 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
754 VectorCopy(currentorigin, cl.movement_origin);
755 VectorCopy(currentvelocity, cl.movement_velocity);
756 //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
757 //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
765 void CL_SendMove(void)
771 #define MOVEAVERAGING 0
773 static float forwardmove, sidemove, upmove, total; // accumulation
775 float forwardmove, sidemove, upmove;
779 // accumulate changes between messages
780 forwardmove += cl.cmd.forwardmove;
781 sidemove += cl.cmd.sidemove;
782 upmove += cl.cmd.upmove;
785 if (cls.signon != SIGNONS)
788 // average the accumulated changes
789 total = 1.0f / total;
790 forwardmove *= total;
795 // use the latest values
796 forwardmove = cl.cmd.forwardmove;
797 sidemove = cl.cmd.sidemove;
798 upmove = cl.cmd.upmove;
801 CL_UpdatePrydonCursor();
808 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
810 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
811 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
812 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
813 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
814 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
815 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
816 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
817 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
818 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
819 if (key_dest != key_game || key_consoleactive) bits |= 512;
820 if (cl_prydoncursor.integer) bits |= 1024;
821 // button bits 11-31 unused currently
822 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
823 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
824 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
825 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
826 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
828 // always dump the first two messages, because they may contain leftover inputs from the last level
829 if (++cl.movemessages >= 2)
831 // send the movement message
832 // PROTOCOL_QUAKE clc_move = 16 bytes total
833 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
834 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
835 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
836 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
837 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
838 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
839 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
840 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
841 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
842 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
845 MSG_WriteByte (&buf, clc_move);
846 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
848 for (i = 0;i < 3;i++)
849 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
851 MSG_WriteCoord16i (&buf, forwardmove);
852 MSG_WriteCoord16i (&buf, sidemove);
853 MSG_WriteCoord16i (&buf, upmove);
855 MSG_WriteByte (&buf, bits);
856 MSG_WriteByte (&buf, in_impulse);
858 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
861 MSG_WriteByte (&buf, clc_move);
862 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
864 for (i = 0;i < 3;i++)
865 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
867 MSG_WriteCoord16i (&buf, forwardmove);
868 MSG_WriteCoord16i (&buf, sidemove);
869 MSG_WriteCoord16i (&buf, upmove);
871 MSG_WriteByte (&buf, bits);
872 MSG_WriteByte (&buf, in_impulse);
874 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
877 MSG_WriteByte (&buf, clc_move);
878 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
880 for (i = 0;i < 3;i++)
881 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
883 MSG_WriteCoord16i (&buf, forwardmove);
884 MSG_WriteCoord16i (&buf, sidemove);
885 MSG_WriteCoord16i (&buf, upmove);
887 MSG_WriteByte (&buf, bits);
888 MSG_WriteByte (&buf, in_impulse);
893 MSG_WriteByte (&buf, clc_move);
894 if (cl.protocol != PROTOCOL_DARKPLACES6)
896 if (cl_movement.integer)
899 MSG_WriteLong (&buf, cl.movesequence);
902 MSG_WriteLong (&buf, 0);
904 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
906 for (i = 0;i < 3;i++)
907 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
909 MSG_WriteCoord16i (&buf, forwardmove);
910 MSG_WriteCoord16i (&buf, sidemove);
911 MSG_WriteCoord16i (&buf, upmove);
913 MSG_WriteLong (&buf, bits);
914 MSG_WriteByte (&buf, in_impulse);
915 // PRYDON_CLIENTCURSOR
917 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
918 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
919 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
920 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
921 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
922 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
923 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
924 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
925 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
930 forwardmove = sidemove = upmove = 0;
934 // ack the last few frame numbers
935 // (redundent to improve handling of client->server packet loss)
936 // for LATESTFRAMENUMS == 3 case this is 15 bytes
937 for (i = 0;i < LATESTFRAMENUMS;i++)
939 if (cl.latestframenums[i] > 0)
941 if (developer_networkentities.integer >= 1)
942 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
943 MSG_WriteByte(&buf, clc_ackframe);
944 MSG_WriteLong(&buf, cl.latestframenums[i]);
948 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
949 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
951 // deliver the message
952 if (cls.demoplayback)
958 // FIXME: bits & 16 is +button5, Nexuiz specific
959 CL_ClientMovement((bits & 2) != 0, (bits & 16) != 0);
961 if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
963 Con_Print("CL_SendMove: lost server connection\n");
965 Host_ShutdownServer(false);
974 void CL_InitInput (void)
976 Cmd_AddCommand ("+moveup",IN_UpDown);
977 Cmd_AddCommand ("-moveup",IN_UpUp);
978 Cmd_AddCommand ("+movedown",IN_DownDown);
979 Cmd_AddCommand ("-movedown",IN_DownUp);
980 Cmd_AddCommand ("+left",IN_LeftDown);
981 Cmd_AddCommand ("-left",IN_LeftUp);
982 Cmd_AddCommand ("+right",IN_RightDown);
983 Cmd_AddCommand ("-right",IN_RightUp);
984 Cmd_AddCommand ("+forward",IN_ForwardDown);
985 Cmd_AddCommand ("-forward",IN_ForwardUp);
986 Cmd_AddCommand ("+back",IN_BackDown);
987 Cmd_AddCommand ("-back",IN_BackUp);
988 Cmd_AddCommand ("+lookup", IN_LookupDown);
989 Cmd_AddCommand ("-lookup", IN_LookupUp);
990 Cmd_AddCommand ("+lookdown", IN_LookdownDown);
991 Cmd_AddCommand ("-lookdown", IN_LookdownUp);
992 Cmd_AddCommand ("+strafe", IN_StrafeDown);
993 Cmd_AddCommand ("-strafe", IN_StrafeUp);
994 Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
995 Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
996 Cmd_AddCommand ("+moveright", IN_MoverightDown);
997 Cmd_AddCommand ("-moveright", IN_MoverightUp);
998 Cmd_AddCommand ("+speed", IN_SpeedDown);
999 Cmd_AddCommand ("-speed", IN_SpeedUp);
1000 Cmd_AddCommand ("+attack", IN_AttackDown);
1001 Cmd_AddCommand ("-attack", IN_AttackUp);
1002 Cmd_AddCommand ("+jump", IN_JumpDown);
1003 Cmd_AddCommand ("-jump", IN_JumpUp);
1004 Cmd_AddCommand ("impulse", IN_Impulse);
1005 Cmd_AddCommand ("+klook", IN_KLookDown);
1006 Cmd_AddCommand ("-klook", IN_KLookUp);
1007 Cmd_AddCommand ("+mlook", IN_MLookDown);
1008 Cmd_AddCommand ("-mlook", IN_MLookUp);
1010 // LordHavoc: added use button
1011 Cmd_AddCommand ("+use", IN_UseDown);
1012 Cmd_AddCommand ("-use", IN_UseUp);
1014 // LordHavoc: added 6 new buttons
1015 Cmd_AddCommand ("+button3", IN_Button3Down);
1016 Cmd_AddCommand ("-button3", IN_Button3Up);
1017 Cmd_AddCommand ("+button4", IN_Button4Down);
1018 Cmd_AddCommand ("-button4", IN_Button4Up);
1019 Cmd_AddCommand ("+button5", IN_Button5Down);
1020 Cmd_AddCommand ("-button5", IN_Button5Up);
1021 Cmd_AddCommand ("+button6", IN_Button6Down);
1022 Cmd_AddCommand ("-button6", IN_Button6Up);
1023 Cmd_AddCommand ("+button7", IN_Button7Down);
1024 Cmd_AddCommand ("-button7", IN_Button7Up);
1025 Cmd_AddCommand ("+button8", IN_Button8Down);
1026 Cmd_AddCommand ("-button8", IN_Button8Up);
1028 Cvar_RegisterVariable(&cl_movement);
1029 Cvar_RegisterVariable(&cl_movement_latency);
1030 Cvar_RegisterVariable(&cl_movement_maxspeed);
1031 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1032 Cvar_RegisterVariable(&cl_movement_stopspeed);
1033 Cvar_RegisterVariable(&cl_movement_friction);
1034 Cvar_RegisterVariable(&cl_movement_edgefriction);
1035 Cvar_RegisterVariable(&cl_movement_stepheight);
1036 Cvar_RegisterVariable(&cl_movement_accelerate);
1037 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1038 Cvar_RegisterVariable(&cl_gravity);
1039 Cvar_RegisterVariable(&cl_slowmo);
1041 Cvar_RegisterVariable(&in_pitch_min);
1042 Cvar_RegisterVariable(&in_pitch_max);
1043 Cvar_RegisterVariable(&m_filter);