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));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
304 void IN_CycleWeapon (void)
308 qboolean found = false;
312 Con_Printf("bestweapon requires 1 or more parameters\n");
315 for (i = 1;i < Cmd_Argc();i++)
318 // figure out which weapon this character refers to
319 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321 if (!strcmp(in_bestweapon_info[n].name, t))
323 // we found out what weapon this character refers to
324 // check if the inventory contains the weapon and enough ammo
325 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327 // we found one of the weapons the player wanted
332 in_impulse = in_bestweapon_info[n].impulse;
335 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
341 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
345 in_impulse = in_bestweapon_info[first].impulse;
348 // if we couldn't find any of the weapons, there's nothing more we can do...
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
361 float CL_KeyState (kbutton_t *key)
364 qboolean impulsedown, impulseup, down;
366 impulsedown = key->state & 2;
367 impulseup = key->state & 4;
368 down = key->state & 1;
371 if (impulsedown && !impulseup)
374 val = 0.5; // pressed and held this frame
376 val = 0; // I_Error ();
378 if (impulseup && !impulsedown)
381 val = 0; // I_Error ();
383 val = 0; // released this frame
385 if (!impulsedown && !impulseup)
388 val = 1.0; // held the entire frame
390 val = 0; // up the entire frame
392 if (impulsedown && impulseup)
395 val = 0.75; // released and re-pressed this frame
397 val = 0.25; // pressed and released this frame
400 key->state &= 1; // clear impulses
408 //==========================================================================
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
418 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
419 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
421 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
423 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
424 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
425 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
426 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
427 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
428 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)"};
429 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
430 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
431 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
432 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
433 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
434 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
435 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"};
436 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
437 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)"};
438 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)"};
439 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
441 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
442 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
444 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
445 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
446 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
447 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
448 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
450 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
451 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
452 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
454 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
456 extern cvar_t v_flipped;
462 Moves the local angle positions
465 void CL_AdjustAngles (void)
470 if (in_speed.state & 1)
471 speed = cl.realframetime * cl_anglespeedkey.value;
473 speed = cl.realframetime;
475 if (!(in_strafe.state & 1))
477 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
478 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
480 if (in_klook.state & 1)
483 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
484 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
487 up = CL_KeyState (&in_lookup);
488 down = CL_KeyState(&in_lookdown);
490 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
491 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
496 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
497 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
498 if (cl.viewangles[YAW] >= 180)
499 cl.viewangles[YAW] -= 360;
500 if (cl.viewangles[PITCH] >= 180)
501 cl.viewangles[PITCH] -= 360;
502 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
503 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
506 int cl_ignoremousemoves = 2;
512 Send the intended movement message to the server
518 static float old_mouse_x = 0, old_mouse_y = 0;
520 // clamp before the move to prevent starting with bad angles
523 if(v_flipped.integer)
524 cl.viewangles[YAW] = -cl.viewangles[YAW];
526 // reset some of the command fields
527 cl.cmd.forwardmove = 0;
531 // get basic movement from keyboard
532 if (in_strafe.state & 1)
534 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
535 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
538 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
539 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
541 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
542 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
544 if (! (in_klook.state & 1) )
546 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
547 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
550 // adjust for speed key
551 if (in_speed.state & 1)
553 cl.cmd.forwardmove *= cl_movespeedkey.value;
554 cl.cmd.sidemove *= cl_movespeedkey.value;
555 cl.cmd.upmove *= cl_movespeedkey.value;
558 // allow mice or other external controllers to add to the move
561 // apply m_accelerate if it is on
562 if(m_accelerate.value > 1)
564 static float averagespeed = 0;
565 float speed, f, mi, ma;
567 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
568 if(m_accelerate_filter.value > 0)
569 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
572 averagespeed = speed * f + averagespeed * (1 - f);
574 mi = max(1, m_accelerate_minspeed.value);
575 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
577 if(averagespeed <= mi)
581 else if(averagespeed >= ma)
583 f = m_accelerate.value;
588 f = log(averagespeed);
595 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
602 // apply m_filter if it is on
605 if (m_filter.integer)
607 in_mouse_x = (mx + old_mouse_x) * 0.5;
608 in_mouse_y = (my + old_mouse_y) * 0.5;
613 // ignore a mouse move if mouse was activated/deactivated this frame
614 if (cl_ignoremousemoves)
616 cl_ignoremousemoves--;
617 in_mouse_x = old_mouse_x = 0;
618 in_mouse_y = old_mouse_y = 0;
621 // if not in menu, apply mouse move to viewangles/movement
622 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
624 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
625 if (cl_prydoncursor.integer)
627 // mouse interacting with the scene, mostly stationary view
629 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
630 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
632 else if (in_strafe.state & 1)
634 // strafing mode, all looking is movement
636 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
637 if (noclip_anglehack)
638 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
640 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642 else if ((in_mlook.state & 1) || freelook.integer)
644 // mouselook, lookstrafe causes turning to become strafing
646 if (lookstrafe.integer)
647 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
649 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
650 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
654 // non-mouselook, yaw turning and forward/back movement
655 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
656 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
659 else // don't pitch drift when csqc is controlling the mouse
662 if(v_flipped.integer)
664 cl.viewangles[YAW] = -cl.viewangles[YAW];
665 cl.cmd.sidemove = -cl.cmd.sidemove;
668 // clamp after the move to prevent rendering with bad angles
671 if(cl_movecliptokeyboard.integer)
674 if (in_speed.state & 1)
675 f *= cl_movespeedkey.value;
676 if(cl_movecliptokeyboard.integer == 2)
678 // digital direction, analog amount
679 vec_t wishvel_x, wishvel_y;
680 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
681 wishvel_x = fabs(cl.cmd.forwardmove);
682 wishvel_y = fabs(cl.cmd.sidemove);
683 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
685 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
686 if(wishvel_x >= 2 * wishvel_y)
689 if(cl.cmd.forwardmove > 0)
690 cl.cmd.forwardmove = wishspeed;
692 cl.cmd.forwardmove = -wishspeed;
695 else if(wishvel_y >= 2 * wishvel_x)
698 cl.cmd.forwardmove = 0;
699 if(cl.cmd.sidemove > 0)
700 cl.cmd.sidemove = wishspeed;
702 cl.cmd.sidemove = -wishspeed;
707 if(cl.cmd.forwardmove > 0)
708 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
710 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
711 if(cl.cmd.sidemove > 0)
712 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
714 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
718 else if(cl_movecliptokeyboard.integer)
720 // digital direction, digital amount
721 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
722 cl.cmd.sidemove = cl_sidespeed.value * f;
723 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
724 cl.cmd.sidemove = -cl_sidespeed.value * f;
727 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
728 cl.cmd.forwardmove = cl_forwardspeed.value * f;
729 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
730 cl.cmd.forwardmove = -cl_backspeed.value * f;
732 cl.cmd.forwardmove = 0;
737 #include "cl_collision.h"
739 void CL_UpdatePrydonCursor(void)
743 if (!cl_prydoncursor.integer)
744 VectorClear(cl.cmd.cursor_screen);
747 if (cl.cmd.cursor_screen[0] < -1)
749 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
750 cl.cmd.cursor_screen[0] = -1;
752 if (cl.cmd.cursor_screen[0] > 1)
754 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
755 cl.cmd.cursor_screen[0] = 1;
757 if (cl.cmd.cursor_screen[1] < -1)
759 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
760 cl.cmd.cursor_screen[1] = -1;
762 if (cl.cmd.cursor_screen[1] > 1)
764 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
765 cl.cmd.cursor_screen[1] = 1;
768 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
769 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
770 cl.cmd.cursor_screen[2] = 1;
772 // calculate current view matrix
773 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
774 // calculate direction vector of cursor in viewspace by using frustum slopes
775 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
776 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
777 // trace from view origin to the cursor
778 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);
781 typedef enum waterlevel_e
790 typedef struct cl_clientmovement_state_s
795 // current bounding box (different if crouched vs standing)
798 // currently on the ground
800 // currently crouching
802 // what kind of water (SUPERCONTENTS_LAVA for instance)
805 waterlevel_t waterlevel;
806 // weird hacks when jumping out of water
807 // (this is in seconds and counts down to 0)
813 cl_clientmovement_state_t;
815 #define NUMOFFSETS 27
816 static vec3_t offsets[NUMOFFSETS] =
818 // 1 no nudge (just return the original if this test passes)
819 { 0.000, 0.000, 0.000},
821 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
822 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
823 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
824 // 4 diagonal flat nudges
825 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
826 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
827 // 8 diagonal upward nudges
828 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
829 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
830 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
831 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
832 // 8 diagonal downward nudges
833 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
834 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
835 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
836 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
839 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
843 for (i = 0;i < NUMOFFSETS;i++)
845 VectorAdd(offsets[i], s->origin, neworigin);
846 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
848 VectorCopy(neworigin, s->origin);
852 // if all offsets failed, give up
856 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
858 vec3_t origin1, origin2;
861 // make sure player is not stuck
862 CL_ClientMovement_Unstick(s);
867 // wants to crouch, this always works..
873 // wants to stand, if currently crouching we need to check for a
877 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
878 if (!trace.startsolid)
884 VectorCopy(cl.playercrouchmins, s->mins);
885 VectorCopy(cl.playercrouchmaxs, s->maxs);
889 VectorCopy(cl.playerstandmins, s->mins);
890 VectorCopy(cl.playerstandmaxs, s->maxs);
894 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
895 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
896 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
897 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
899 // set watertype/waterlevel
900 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
901 s->waterlevel = WATERLEVEL_NONE;
902 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
905 s->waterlevel = WATERLEVEL_WETFEET;
906 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
907 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
909 s->waterlevel = WATERLEVEL_SWIMMING;
910 origin1[2] = s->origin[2] + 22;
911 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
912 s->waterlevel = WATERLEVEL_SUBMERGED;
916 // water jump prediction
917 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
918 s->waterjumptime = 0;
921 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
927 vec3_t currentorigin2;
929 vec3_t primalvelocity;
933 CL_ClientMovement_UpdateStatus(s);
934 VectorCopy(s->velocity, primalvelocity);
935 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
937 VectorMA(s->origin, t, s->velocity, neworigin);
938 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
939 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
941 // may be a step or wall, try stepping up
942 // first move forward at a higher level
943 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
944 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
945 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
946 if (!trace2.startsolid)
948 // then move down from there
949 VectorCopy(trace2.endpos, currentorigin2);
950 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
951 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
952 //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]);
953 // accept the new trace if it made some progress
954 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
957 VectorCopy(trace3.endpos, trace.endpos);
962 // check if it moved at all
963 if (trace.fraction >= 0.001)
964 VectorCopy(trace.endpos, s->origin);
966 // check if it moved all the way
967 if (trace.fraction == 1)
970 //if (trace.plane.normal[2] > 0.7)
971 // s->onground = true;
973 t -= t * trace.fraction;
975 f = DotProduct(s->velocity, trace.plane.normal);
976 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
978 if (s->waterjumptime > 0)
979 VectorCopy(primalvelocity, s->velocity);
983 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
990 // water jump only in certain situations
991 // this mimics quakeworld code
992 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
997 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
998 AngleVectors(yawangles, forward, NULL, NULL);
999 VectorMA(s->origin, 24, forward, spot);
1001 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1004 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1006 VectorScale(forward, 50, s->velocity);
1007 s->velocity[2] = 310;
1008 s->waterjumptime = 2;
1009 s->onground = false;
1010 s->cmd.canjump = false;
1015 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1017 // drift towards bottom
1018 VectorSet(wishvel, 0, 0, -60);
1026 // calculate movement vector
1027 AngleVectors(s->cmd.viewangles, forward, right, up);
1028 VectorSet(up, 0, 0, 1);
1029 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1032 // split wishvel into wishspeed and wishdir
1033 wishspeed = VectorLength(wishvel);
1035 VectorScale(wishvel, 1 / wishspeed, wishdir);
1037 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1038 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1043 if (s->waterjumptime <= 0)
1046 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1048 VectorScale(s->velocity, f, s->velocity);
1050 // water acceleration
1051 f = wishspeed - DotProduct(s->velocity, wishdir);
1054 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1055 VectorMA(s->velocity, f, wishdir, s->velocity);
1058 // holding jump button swims upward slowly
1061 if (s->watertype & SUPERCONTENTS_LAVA)
1062 s->velocity[2] = 50;
1063 else if (s->watertype & SUPERCONTENTS_SLIME)
1064 s->velocity[2] = 80;
1067 if (gamemode == GAME_NEXUIZ)
1068 s->velocity[2] = 200;
1070 s->velocity[2] = 100;
1075 CL_ClientMovement_Move(s);
1078 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1080 vec_t zspeed, speed, dot, k;
1082 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1085 zspeed = s->velocity[2];
1087 speed = VectorNormalizeLength(s->velocity);
1089 dot = DotProduct(s->velocity, wishdir);
1091 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1093 if(dot > 0) { // we can't change direction while slowing down
1094 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1095 VectorNormalize(s->velocity);
1098 VectorScale(s->velocity, speed, s->velocity);
1099 s->velocity[2] = zspeed;
1102 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
1104 vec_t vel_straight, vel_z;
1108 vel_straight = DotProduct(s->velocity, wishdir);
1109 vel_z = s->velocity[2];
1110 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1112 addspeed = wishspeed - vel_straight;
1114 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1116 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1118 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1120 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1121 s->velocity[2] += vel_z;
1124 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1126 vec3_t curvel, wishvel, acceldir, curdir;
1127 float addspeed, accelspeed, curspeed;
1130 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1131 float bunnyaccel = cl.movevars_warsowbunny_accel;
1132 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1133 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1134 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1139 VectorCopy( s->velocity, curvel );
1141 curspeed = VectorLength( curvel );
1143 if( wishspeed > curspeed * 1.01f )
1145 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1146 if( accelspeed < wishspeed )
1147 wishspeed = accelspeed;
1151 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1154 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1156 VectorScale( wishdir, wishspeed, wishvel );
1157 VectorSubtract( wishvel, curvel, acceldir );
1158 addspeed = VectorNormalizeLength( acceldir );
1160 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1161 if( accelspeed > addspeed )
1162 accelspeed = addspeed;
1164 if( backtosideratio < 1.0f )
1166 VectorNormalize2( curvel, curdir );
1167 dot = DotProduct( acceldir, curdir );
1169 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1172 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1175 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1190 // jump if on ground with jump button pressed but only if it has been
1191 // released at least once since the last jump
1194 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1196 s->velocity[2] += cl.movevars_jumpvelocity;
1197 s->onground = false;
1198 s->cmd.canjump = false;
1202 s->cmd.canjump = true;
1204 // calculate movement vector
1205 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1206 AngleVectors(yawangles, forward, right, up);
1207 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1209 // split wishvel into wishspeed and wishdir
1210 wishspeed = VectorLength(wishvel);
1212 VectorScale(wishvel, 1 / wishspeed, wishdir);
1214 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1215 // check if onground
1218 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1222 // apply edge friction
1223 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1226 friction = cl.movevars_friction;
1227 if (cl.movevars_edgefriction != 1)
1231 // note: QW uses the full player box for the trace, and yet still
1232 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1233 // this mimics it for compatibility
1234 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1235 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1236 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1237 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1239 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1240 if (trace.fraction == 1 && !trace.startsolid)
1241 friction *= cl.movevars_edgefriction;
1243 // apply ground friction
1244 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1246 VectorScale(s->velocity, f, s->velocity);
1248 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1251 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1252 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1254 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1255 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1257 if (VectorLength2(s->velocity))
1258 CL_ClientMovement_Move(s);
1262 if (s->waterjumptime <= 0)
1264 // apply air speed limit
1265 vec_t accel, wishspeed2, accelqw;
1266 qboolean accelerating;
1268 accelqw = cl.movevars_airaccel_qw;
1269 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1272 accel = cl.movevars_airaccelerate;
1274 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1275 wishspeed2 = wishspeed;
1278 if(cl.movevars_airstopaccelerate != 0)
1279 if(DotProduct(s->velocity, wishdir) < 0)
1280 accel = cl.movevars_airstopaccelerate;
1281 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1283 if(cl.movevars_maxairstrafespeed)
1285 if(wishspeed > cl.movevars_maxairstrafespeed)
1286 wishspeed = cl.movevars_maxairstrafespeed;
1287 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1289 // otherwise, CPMA-style air acceleration misbehaves a lot
1290 // if partially non-QW acceleration is used (as in, strafing
1291 // would get faster than moving forward straight)
1293 if(cl.movevars_airstrafeaccelerate)
1295 accel = cl.movevars_airstrafeaccelerate;
1296 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1298 // otherwise, CPMA-style air acceleration misbehaves a lot
1299 // if partially non-QW acceleration is used (as in, strafing
1300 // would get faster than moving forward straight)
1305 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1306 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1308 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1310 if(cl.movevars_aircontrol)
1311 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1313 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1314 CL_ClientMovement_Move(s);
1318 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1320 //Con_Printf(" %f", frametime);
1322 s->cmd.canjump = true;
1323 s->waterjumptime -= s->cmd.frametime;
1324 CL_ClientMovement_UpdateStatus(s);
1325 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1326 CL_ClientMovement_Physics_Swim(s);
1328 CL_ClientMovement_Physics_Walk(s);
1331 extern cvar_t slowmo;
1332 void CL_UpdateMoveVars(void)
1334 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1337 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1339 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1340 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1341 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1342 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1343 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1344 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1345 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1346 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1347 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1348 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1349 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1350 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1351 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1352 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1353 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1354 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1355 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1356 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1357 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1358 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1359 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1360 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1361 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1362 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1363 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1364 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1365 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1369 cl.movevars_timescale = slowmo.value;
1370 cl.movevars_gravity = sv_gravity.value;
1371 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1372 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1373 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1374 cl.movevars_accelerate = cl_movement_accelerate.value;
1375 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1376 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1377 cl.movevars_friction = cl_movement_friction.value;
1378 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1379 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1380 cl.movevars_entgravity = 1;
1381 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1382 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1383 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1384 cl.movevars_stepheight = cl_movement_stepheight.value;
1385 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1386 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1387 cl.movevars_airstopaccelerate = 0;
1388 cl.movevars_airstrafeaccelerate = 0;
1389 cl.movevars_maxairstrafespeed = 0;
1390 cl.movevars_aircontrol = 0;
1391 cl.movevars_warsowbunny_airforwardaccel = 0;
1392 cl.movevars_warsowbunny_accel = 0;
1393 cl.movevars_warsowbunny_topspeed = 0;
1394 cl.movevars_warsowbunny_turnaccel = 0;
1395 cl.movevars_warsowbunny_backtosideratio = 0;
1399 void CL_ClientMovement_Replay(void)
1402 double totalmovemsec;
1403 cl_clientmovement_state_t s;
1405 if (cl.movement_predicted && !cl.movement_replay)
1408 // set up starting state for the series of moves
1409 memset(&s, 0, sizeof(s));
1410 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1411 VectorCopy(cl.mvelocity[0], s.velocity);
1412 s.crouched = true; // will be updated on first move
1413 //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1416 for (i = 0;i < CL_MAX_USERCMDS;i++)
1417 if (cl.movecmd[i].sequence > cls.servermovesequence)
1418 totalmovemsec += cl.movecmd[i].msec;
1419 cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1420 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1421 if (cl.movement_predicted)
1423 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1425 // replay the input queue to predict current location
1426 // note: this relies on the fact there's always one queue item at the end
1428 // find how many are still valid
1429 for (i = 0;i < CL_MAX_USERCMDS;i++)
1430 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1432 // now walk them in oldest to newest order
1433 for (i--;i >= 0;i--)
1435 s.cmd = cl.movecmd[i];
1436 if (i < CL_MAX_USERCMDS - 1)
1437 s.cmd.canjump = cl.movecmd[i+1].canjump;
1438 // if a move is more than 50ms, do it as two moves (matching qwsv)
1439 //Con_Printf("%i ", s.cmd.msec);
1440 if (s.cmd.frametime > 0.05)
1442 s.cmd.frametime /= 2;
1443 CL_ClientMovement_PlayerMove(&s);
1445 CL_ClientMovement_PlayerMove(&s);
1446 cl.movecmd[i].canjump = s.cmd.canjump;
1452 // get the first movement queue entry to know whether to crouch and such
1453 s.cmd = cl.movecmd[0];
1455 CL_ClientMovement_UpdateStatus(&s);
1457 if (cls.demoplayback) // for bob, speedometer
1458 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1461 cl.movement_replay = false;
1462 // update the interpolation target position and velocity
1463 VectorCopy(s.origin, cl.movement_origin);
1464 VectorCopy(s.velocity, cl.movement_velocity);
1467 // update the onground flag if appropriate
1468 if (cl.movement_predicted)
1470 // when predicted we simply set the flag according to the UpdateStatus
1471 cl.onground = s.onground;
1475 // when not predicted, cl.onground is cleared by cl_parse.c each time
1476 // an update packet is received, but can be forced on here to hide
1477 // server inconsistencies in the onground flag
1478 // (which mostly occur when stepping up stairs at very high framerates
1479 // where after the step up the move continues forward and not
1480 // downward so the ground is not detected)
1482 // such onground inconsistencies can cause jittery gun bobbing and
1483 // stair smoothing, so we set onground if UpdateStatus says so
1488 // react to onground state changes (for gun bob)
1491 if (!cl.oldonground)
1492 cl.hitgroundtime = cl.movecmd[0].time;
1493 cl.lastongroundtime = cl.movecmd[0].time;
1495 cl.oldonground = cl.onground;
1498 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1503 if (to->viewangles[0] != from->viewangles[0])
1504 bits |= QW_CM_ANGLE1;
1505 if (to->viewangles[1] != from->viewangles[1])
1506 bits |= QW_CM_ANGLE2;
1507 if (to->viewangles[2] != from->viewangles[2])
1508 bits |= QW_CM_ANGLE3;
1509 if (to->forwardmove != from->forwardmove)
1510 bits |= QW_CM_FORWARD;
1511 if (to->sidemove != from->sidemove)
1513 if (to->upmove != from->upmove)
1515 if (to->buttons != from->buttons)
1516 bits |= QW_CM_BUTTONS;
1517 if (to->impulse != from->impulse)
1518 bits |= QW_CM_IMPULSE;
1520 MSG_WriteByte(buf, bits);
1521 if (bits & QW_CM_ANGLE1)
1522 MSG_WriteAngle16i(buf, to->viewangles[0]);
1523 if (bits & QW_CM_ANGLE2)
1524 MSG_WriteAngle16i(buf, to->viewangles[1]);
1525 if (bits & QW_CM_ANGLE3)
1526 MSG_WriteAngle16i(buf, to->viewangles[2]);
1527 if (bits & QW_CM_FORWARD)
1528 MSG_WriteShort(buf, (short) to->forwardmove);
1529 if (bits & QW_CM_SIDE)
1530 MSG_WriteShort(buf, (short) to->sidemove);
1531 if (bits & QW_CM_UP)
1532 MSG_WriteShort(buf, (short) to->upmove);
1533 if (bits & QW_CM_BUTTONS)
1534 MSG_WriteByte(buf, to->buttons);
1535 if (bits & QW_CM_IMPULSE)
1536 MSG_WriteByte(buf, to->impulse);
1537 MSG_WriteByte(buf, to->msec);
1545 usercmd_t nullcmd; // for delta compression of qw moves
1546 void CL_SendMove(void)
1548 int i, j, packetloss;
1554 unsigned char data[1024];
1558 // if playing a demo, do nothing
1562 // we build up cl.movecmd[0] and then decide whether to send or not
1563 // the prediction code will use this command even though it has not been
1565 cl.cmd.time = cl.time;
1566 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1569 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1571 if (in_attack.state & 3) bits |= 1;
1572 if (in_jump.state & 3) bits |= 2;
1573 if (in_button3.state & 3) bits |= 4;
1574 if (in_button4.state & 3) bits |= 8;
1575 if (in_button5.state & 3) bits |= 16;
1576 if (in_button6.state & 3) bits |= 32;
1577 if (in_button7.state & 3) bits |= 64;
1578 if (in_button8.state & 3) bits |= 128;
1579 if (in_use.state & 3) bits |= 256;
1580 if (key_dest != key_game || key_consoleactive) bits |= 512;
1581 if (cl_prydoncursor.integer) bits |= 1024;
1582 if (in_button9.state & 3) bits |= 2048;
1583 if (in_button10.state & 3) bits |= 4096;
1584 if (in_button11.state & 3) bits |= 8192;
1585 if (in_button12.state & 3) bits |= 16384;
1586 if (in_button13.state & 3) bits |= 32768;
1587 if (in_button14.state & 3) bits |= 65536;
1588 if (in_button15.state & 3) bits |= 131072;
1589 if (in_button16.state & 3) bits |= 262144;
1590 // button bits 19-31 unused currently
1591 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1592 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1593 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1594 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1595 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1597 // set buttons and impulse
1598 cl.cmd.buttons = bits;
1599 cl.cmd.impulse = in_impulse;
1602 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1604 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1605 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1606 // ridiculous value rejection (matches qw)
1607 if (cl.cmd.msec > 250)
1609 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1611 cl.cmd.predicted = cl_movement.integer;
1613 // movement is set by input code (forwardmove/sidemove/upmove)
1614 // always dump the first two moves, because they may contain leftover inputs from the last level
1615 if (cl.cmd.sequence <= 2)
1616 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1618 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1620 switch (cls.protocol)
1622 case PROTOCOL_QUAKEWORLD:
1623 case PROTOCOL_QUAKE:
1624 case PROTOCOL_QUAKEDP:
1625 case PROTOCOL_NEHAHRAMOVIE:
1626 case PROTOCOL_NEHAHRABJP:
1627 case PROTOCOL_NEHAHRABJP2:
1628 case PROTOCOL_NEHAHRABJP3:
1629 case PROTOCOL_DARKPLACES1:
1630 case PROTOCOL_DARKPLACES2:
1631 case PROTOCOL_DARKPLACES3:
1632 case PROTOCOL_DARKPLACES4:
1633 case PROTOCOL_DARKPLACES5:
1635 case PROTOCOL_DARKPLACES6:
1636 case PROTOCOL_DARKPLACES7:
1637 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1638 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1640 case PROTOCOL_UNKNOWN:
1644 cl.movecmd[0] = cl.cmd;
1646 // don't predict more than 200fps
1647 if (realtime >= cl.lastpackettime + 0.005)
1648 cl.movement_replay = true; // redo the prediction
1650 // now decide whether to actually send this move
1651 // (otherwise it is only for prediction)
1653 // don't send too often or else network connections can get clogged by a
1654 // high renderer framerate
1655 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1656 // send input every frame in singleplayer
1659 // always send if buttons changed or an impulse is pending
1660 // even if it violates the rate limit!
1661 if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1663 // don't choke the connection with packets (obey rate limit)
1664 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1666 // don't send too often (cl_netfps)
1667 if (realtime < cl.lastpackettime + packettime)
1670 // try to round off the lastpackettime to a multiple of the packet interval
1671 // (this causes it to emit packets at a steady beat)
1673 cl.lastpackettime = floor(realtime / packettime) * packettime;
1675 cl.lastpackettime = realtime;
1677 buf.maxsize = sizeof(data);
1681 // send the movement message
1682 // PROTOCOL_QUAKE clc_move = 16 bytes total
1683 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1684 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1685 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1686 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1687 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1688 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1689 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1690 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1691 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1692 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1694 // set prydon cursor info
1695 CL_UpdatePrydonCursor();
1697 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1699 switch (cls.protocol)
1701 case PROTOCOL_QUAKEWORLD:
1702 MSG_WriteByte(&buf, qw_clc_move);
1703 // save the position for a checksum byte
1704 checksumindex = buf.cursize;
1705 MSG_WriteByte(&buf, 0);
1706 // packet loss percentage
1707 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1708 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1710 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1711 MSG_WriteByte(&buf, packetloss);
1712 // write most recent 3 moves
1713 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1714 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1715 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1716 // calculate the checksum
1717 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1718 // if delta compression history overflows, request no delta
1719 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1720 cl.qw_validsequence = 0;
1721 // request delta compression if appropriate
1722 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1724 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1725 MSG_WriteByte(&buf, qw_clc_delta);
1726 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1729 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1731 case PROTOCOL_QUAKE:
1732 case PROTOCOL_QUAKEDP:
1733 case PROTOCOL_NEHAHRAMOVIE:
1734 case PROTOCOL_NEHAHRABJP:
1735 case PROTOCOL_NEHAHRABJP2:
1736 case PROTOCOL_NEHAHRABJP3:
1738 MSG_WriteByte (&buf, clc_move);
1739 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1741 for (i = 0;i < 3;i++)
1742 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1744 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1745 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1746 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1748 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1749 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1751 case PROTOCOL_DARKPLACES2:
1752 case PROTOCOL_DARKPLACES3:
1754 MSG_WriteByte (&buf, clc_move);
1755 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1757 for (i = 0;i < 3;i++)
1758 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1760 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1761 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1762 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1764 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1765 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1767 case PROTOCOL_DARKPLACES1:
1768 case PROTOCOL_DARKPLACES4:
1769 case PROTOCOL_DARKPLACES5:
1771 MSG_WriteByte (&buf, clc_move);
1772 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1774 for (i = 0;i < 3;i++)
1775 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1777 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1778 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1779 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1781 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1782 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1783 case PROTOCOL_DARKPLACES6:
1784 case PROTOCOL_DARKPLACES7:
1785 // set the maxusercmds variable to limit how many should be sent
1786 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1787 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1788 if (!cl.cmd.predicted)
1791 // send the latest moves in order, the old ones will be
1792 // ignored by the server harmlessly, however if the previous
1793 // packets were lost these moves will be used
1795 // this reduces packet loss impact on gameplay.
1796 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1798 // don't repeat any stale moves
1799 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1802 MSG_WriteByte (&buf, clc_move);
1803 if (cls.protocol != PROTOCOL_DARKPLACES6)
1804 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1805 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1807 for (i = 0;i < 3;i++)
1808 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1810 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1811 MSG_WriteCoord16i (&buf, cmd->sidemove);
1812 MSG_WriteCoord16i (&buf, cmd->upmove);
1814 MSG_WriteLong (&buf, cmd->buttons);
1815 MSG_WriteByte (&buf, cmd->impulse);
1816 // PRYDON_CLIENTCURSOR
1818 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1819 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1820 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1821 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1822 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1823 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1824 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1825 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1826 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1829 case PROTOCOL_UNKNOWN:
1834 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1836 // ack the last few frame numbers
1837 // (redundent to improve handling of client->server packet loss)
1838 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1839 for (i = 0;i < LATESTFRAMENUMS;i++)
1841 if (cl.latestframenums[i] > 0)
1843 if (developer_networkentities.integer >= 10)
1844 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1845 MSG_WriteByte(&buf, clc_ackframe);
1846 MSG_WriteLong(&buf, cl.latestframenums[i]);
1851 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1852 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1854 // acknowledge any recently received data blocks
1855 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1857 MSG_WriteByte(&buf, clc_ackdownloaddata);
1858 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1859 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1860 cls.dp_downloadack[i].start = 0;
1861 cls.dp_downloadack[i].size = 0;
1864 // send the reliable message (forwarded commands) if there is one
1865 if (buf.cursize || cls.netcon->message.cursize)
1866 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1868 // update the cl.movecmd array which holds the most recent moves,
1869 // because we now need a new slot for the next input
1870 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1871 cl.movecmd[i] = cl.movecmd[i-1];
1872 cl.movecmd[0].msec = 0;
1873 cl.movecmd[0].frametime = 0;
1875 // clear button 'click' states
1876 in_attack.state &= ~2;
1877 in_jump.state &= ~2;
1878 in_button3.state &= ~2;
1879 in_button4.state &= ~2;
1880 in_button5.state &= ~2;
1881 in_button6.state &= ~2;
1882 in_button7.state &= ~2;
1883 in_button8.state &= ~2;
1885 in_button9.state &= ~2;
1886 in_button10.state &= ~2;
1887 in_button11.state &= ~2;
1888 in_button12.state &= ~2;
1889 in_button13.state &= ~2;
1890 in_button14.state &= ~2;
1891 in_button15.state &= ~2;
1892 in_button16.state &= ~2;
1896 if (cls.netcon->message.overflowed)
1898 Con_Print("CL_SendMove: lost server connection\n");
1900 Host_ShutdownServer();
1909 void CL_InitInput (void)
1911 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1912 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1913 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1914 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1915 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1916 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1917 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1918 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1919 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1920 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1921 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1922 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1923 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1924 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1925 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1926 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1927 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1928 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1929 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1930 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1931 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1932 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1933 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1934 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1935 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1936 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1937 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1938 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1939 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1940 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1941 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1942 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1943 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1945 // LordHavoc: added use button
1946 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1947 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1949 // LordHavoc: added 6 new buttons
1950 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1951 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1952 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1953 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1954 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1955 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1956 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1957 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1958 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1959 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1960 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1961 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1962 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1963 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1964 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1965 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1966 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1967 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1968 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1969 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1970 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1971 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1972 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1973 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1974 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1975 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1976 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1977 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1979 // LordHavoc: added bestweapon command
1980 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
1981 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
1982 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1984 Cvar_RegisterVariable(&cl_movecliptokeyboard);
1985 Cvar_RegisterVariable(&cl_movement);
1986 Cvar_RegisterVariable(&cl_movement_minping);
1987 Cvar_RegisterVariable(&cl_movement_track_canjump);
1988 Cvar_RegisterVariable(&cl_movement_maxspeed);
1989 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1990 Cvar_RegisterVariable(&cl_movement_stopspeed);
1991 Cvar_RegisterVariable(&cl_movement_friction);
1992 Cvar_RegisterVariable(&cl_movement_wallfriction);
1993 Cvar_RegisterVariable(&cl_movement_waterfriction);
1994 Cvar_RegisterVariable(&cl_movement_edgefriction);
1995 Cvar_RegisterVariable(&cl_movement_stepheight);
1996 Cvar_RegisterVariable(&cl_movement_accelerate);
1997 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1998 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1999 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2000 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2001 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2003 Cvar_RegisterVariable(&in_pitch_min);
2004 Cvar_RegisterVariable(&in_pitch_max);
2005 Cvar_RegisterVariable(&m_filter);
2006 Cvar_RegisterVariable(&m_accelerate);
2007 Cvar_RegisterVariable(&m_accelerate_minspeed);
2008 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2009 Cvar_RegisterVariable(&m_accelerate_filter);
2011 Cvar_RegisterVariable(&cl_netfps);
2012 Cvar_RegisterVariable(&cl_netrepeatinput);
2013 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2015 Cvar_RegisterVariable(&cl_nodelta);