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...
305 void IN_CycleWeapon (void)
309 qboolean found = false;
313 Con_Printf("bestweapon requires 1 or more parameters\n");
316 for (i = 1;i < Cmd_Argc();i++)
319 // figure out which weapon this character refers to
320 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 if (!strcmp(in_bestweapon_info[n].name, t))
324 // we found out what weapon this character refers to
325 // check if the inventory contains the weapon and enough ammo
326 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 // we found one of the weapons the player wanted
333 in_impulse = in_bestweapon_info[n].impulse;
336 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
342 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
346 in_impulse = in_bestweapon_info[first].impulse;
349 // if we couldn't find any of the weapons, there's nothing more we can do...
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
363 float CL_KeyState (kbutton_t *key)
366 qboolean impulsedown, impulseup, down;
368 impulsedown = (key->state & 2) != 0;
369 impulseup = (key->state & 4) != 0;
370 down = (key->state & 1) != 0;
373 if (impulsedown && !impulseup)
376 val = 0.5; // pressed and held this frame
378 val = 0; // I_Error ();
380 if (impulseup && !impulsedown)
383 val = 0; // I_Error ();
385 val = 0; // released this frame
387 if (!impulsedown && !impulseup)
390 val = 1.0; // held the entire frame
392 val = 0; // up the entire frame
394 if (impulsedown && impulseup)
397 val = 0.75; // released and re-pressed this frame
399 val = 0.25; // pressed and released this frame
402 key->state &= 1; // clear impulses
410 //==========================================================================
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 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"};
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 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"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 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)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 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"};
435 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)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 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"};
439 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"};
440 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)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
454 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)"};
455 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)"};
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459 extern cvar_t v_flipped;
465 Moves the local angle positions
468 void CL_AdjustAngles (void)
473 if (in_speed.state & 1)
474 speed = cl.realframetime * cl_anglespeedkey.value;
476 speed = cl.realframetime;
478 if (!(in_strafe.state & 1))
480 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
483 if (in_klook.state & 1)
486 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
490 up = CL_KeyState (&in_lookup);
491 down = CL_KeyState(&in_lookdown);
493 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501 if (cl.viewangles[YAW] >= 180)
502 cl.viewangles[YAW] -= 360;
503 if (cl.viewangles[PITCH] >= 180)
504 cl.viewangles[PITCH] -= 360;
505 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
509 int cl_ignoremousemoves = 2;
515 Send the intended movement message to the server
521 static float old_mouse_x = 0, old_mouse_y = 0;
523 // clamp before the move to prevent starting with bad angles
526 if(v_flipped.integer)
527 cl.viewangles[YAW] = -cl.viewangles[YAW];
529 // reset some of the command fields
530 cl.cmd.forwardmove = 0;
534 // get basic movement from keyboard
535 if (in_strafe.state & 1)
537 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
544 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
547 if (! (in_klook.state & 1) )
549 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
553 // adjust for speed key
554 if (in_speed.state & 1)
556 cl.cmd.forwardmove *= cl_movespeedkey.value;
557 cl.cmd.sidemove *= cl_movespeedkey.value;
558 cl.cmd.upmove *= cl_movespeedkey.value;
561 // allow mice or other external controllers to add to the move
564 // apply m_accelerate if it is on
565 if(m_accelerate.value > 1)
567 static float averagespeed = 0;
568 float speed, f, mi, ma;
570 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571 if(m_accelerate_filter.value > 0)
572 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
575 averagespeed = speed * f + averagespeed * (1 - f);
577 mi = max(1, m_accelerate_minspeed.value);
578 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
580 if(averagespeed <= mi)
584 else if(averagespeed >= ma)
586 f = m_accelerate.value;
591 f = log(averagespeed);
598 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
605 // apply m_filter if it is on
608 if (m_filter.integer)
610 in_mouse_x = (mx + old_mouse_x) * 0.5;
611 in_mouse_y = (my + old_mouse_y) * 0.5;
616 // ignore a mouse move if mouse was activated/deactivated this frame
617 if (cl_ignoremousemoves)
619 cl_ignoremousemoves--;
620 in_mouse_x = old_mouse_x = 0;
621 in_mouse_y = old_mouse_y = 0;
624 // if not in menu, apply mouse move to viewangles/movement
625 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
627 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628 if (cl_prydoncursor.integer)
630 // mouse interacting with the scene, mostly stationary view
632 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
635 else if (in_strafe.state & 1)
637 // strafing mode, all looking is movement
639 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640 if (noclip_anglehack)
641 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
643 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
645 else if ((in_mlook.state & 1) || freelook.integer)
647 // mouselook, lookstrafe causes turning to become strafing
649 if (lookstrafe.integer)
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
652 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
657 // non-mouselook, yaw turning and forward/back movement
658 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
662 else // don't pitch drift when csqc is controlling the mouse
665 if(v_flipped.integer)
667 cl.viewangles[YAW] = -cl.viewangles[YAW];
668 cl.cmd.sidemove = -cl.cmd.sidemove;
671 // clamp after the move to prevent rendering with bad angles
674 if(cl_movecliptokeyboard.integer)
677 if (in_speed.state & 1)
678 f *= cl_movespeedkey.value;
679 if(cl_movecliptokeyboard.integer == 2)
681 // digital direction, analog amount
682 vec_t wishvel_x, wishvel_y;
683 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684 wishvel_x = fabs(cl.cmd.forwardmove);
685 wishvel_y = fabs(cl.cmd.sidemove);
686 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
688 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689 if(wishvel_x >= 2 * wishvel_y)
692 if(cl.cmd.forwardmove > 0)
693 cl.cmd.forwardmove = wishspeed;
695 cl.cmd.forwardmove = -wishspeed;
698 else if(wishvel_y >= 2 * wishvel_x)
701 cl.cmd.forwardmove = 0;
702 if(cl.cmd.sidemove > 0)
703 cl.cmd.sidemove = wishspeed;
705 cl.cmd.sidemove = -wishspeed;
710 if(cl.cmd.forwardmove > 0)
711 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
713 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714 if(cl.cmd.sidemove > 0)
715 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
717 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
721 else if(cl_movecliptokeyboard.integer)
723 // digital direction, digital amount
724 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725 cl.cmd.sidemove = cl_sidespeed.value * f;
726 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727 cl.cmd.sidemove = -cl_sidespeed.value * f;
730 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733 cl.cmd.forwardmove = -cl_backspeed.value * f;
735 cl.cmd.forwardmove = 0;
740 #include "cl_collision.h"
742 void CL_UpdatePrydonCursor(void)
746 if (!cl_prydoncursor.integer)
747 VectorClear(cl.cmd.cursor_screen);
750 if (cl.cmd.cursor_screen[0] < -1)
752 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753 cl.cmd.cursor_screen[0] = -1;
755 if (cl.cmd.cursor_screen[0] > 1)
757 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758 cl.cmd.cursor_screen[0] = 1;
760 if (cl.cmd.cursor_screen[1] < -1)
762 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763 cl.cmd.cursor_screen[1] = -1;
765 if (cl.cmd.cursor_screen[1] > 1)
767 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768 cl.cmd.cursor_screen[1] = 1;
771 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773 cl.cmd.cursor_screen[2] = 1;
775 // calculate current view matrix
776 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777 // calculate direction vector of cursor in viewspace by using frustum slopes
778 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);
779 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780 // trace from view origin to the cursor
781 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);
784 typedef enum waterlevel_e
793 typedef struct cl_clientmovement_state_s
798 // current bounding box (different if crouched vs standing)
801 // currently on the ground
803 // currently crouching
805 // what kind of water (SUPERCONTENTS_LAVA for instance)
808 waterlevel_t waterlevel;
809 // weird hacks when jumping out of water
810 // (this is in seconds and counts down to 0)
816 cl_clientmovement_state_t;
818 #define NUMOFFSETS 27
819 static vec3_t offsets[NUMOFFSETS] =
821 // 1 no nudge (just return the original if this test passes)
822 { 0.000, 0.000, 0.000},
824 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
825 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
826 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
827 // 4 diagonal flat nudges
828 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
829 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
830 // 8 diagonal upward nudges
831 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
832 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
833 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
834 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
835 // 8 diagonal downward nudges
836 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
837 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
838 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
839 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
842 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
846 for (i = 0;i < NUMOFFSETS;i++)
848 VectorAdd(offsets[i], s->origin, neworigin);
849 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
851 VectorCopy(neworigin, s->origin);
855 // if all offsets failed, give up
859 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
861 vec3_t origin1, origin2;
864 // make sure player is not stuck
865 CL_ClientMovement_Unstick(s);
870 // wants to crouch, this always works..
876 // wants to stand, if currently crouching we need to check for a
880 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
881 if (!trace.startsolid)
887 VectorCopy(cl.playercrouchmins, s->mins);
888 VectorCopy(cl.playercrouchmaxs, s->maxs);
892 VectorCopy(cl.playerstandmins, s->mins);
893 VectorCopy(cl.playerstandmaxs, s->maxs);
897 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
898 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
899 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
900 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
902 // set watertype/waterlevel
903 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
904 s->waterlevel = WATERLEVEL_NONE;
905 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
908 s->waterlevel = WATERLEVEL_WETFEET;
909 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
910 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
912 s->waterlevel = WATERLEVEL_SWIMMING;
913 origin1[2] = s->origin[2] + 22;
914 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915 s->waterlevel = WATERLEVEL_SUBMERGED;
919 // water jump prediction
920 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
921 s->waterjumptime = 0;
924 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
930 vec3_t currentorigin2;
932 vec3_t primalvelocity;
936 CL_ClientMovement_UpdateStatus(s);
937 VectorCopy(s->velocity, primalvelocity);
938 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
940 VectorMA(s->origin, t, s->velocity, neworigin);
941 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
942 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
944 // may be a step or wall, try stepping up
945 // first move forward at a higher level
946 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
947 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
948 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
949 if (!trace2.startsolid)
951 // then move down from there
952 VectorCopy(trace2.endpos, currentorigin2);
953 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
954 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
955 //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]);
956 // accept the new trace if it made some progress
957 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
960 VectorCopy(trace3.endpos, trace.endpos);
965 // check if it moved at all
966 if (trace.fraction >= 0.001)
967 VectorCopy(trace.endpos, s->origin);
969 // check if it moved all the way
970 if (trace.fraction == 1)
973 //if (trace.plane.normal[2] > 0.7)
974 // s->onground = true;
976 t -= t * trace.fraction;
978 f = DotProduct(s->velocity, trace.plane.normal);
979 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
981 if (s->waterjumptime > 0)
982 VectorCopy(primalvelocity, s->velocity);
986 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
993 // water jump only in certain situations
994 // this mimics quakeworld code
995 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1000 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1001 AngleVectors(yawangles, forward, NULL, NULL);
1002 VectorMA(s->origin, 24, forward, spot);
1004 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1007 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1009 VectorScale(forward, 50, s->velocity);
1010 s->velocity[2] = 310;
1011 s->waterjumptime = 2;
1012 s->onground = false;
1013 s->cmd.canjump = false;
1018 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1020 // drift towards bottom
1021 VectorSet(wishvel, 0, 0, -60);
1029 // calculate movement vector
1030 AngleVectors(s->cmd.viewangles, forward, right, up);
1031 VectorSet(up, 0, 0, 1);
1032 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1035 // split wishvel into wishspeed and wishdir
1036 wishspeed = VectorLength(wishvel);
1038 VectorScale(wishvel, 1 / wishspeed, wishdir);
1040 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1041 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1046 if (s->waterjumptime <= 0)
1049 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1051 VectorScale(s->velocity, f, s->velocity);
1053 // water acceleration
1054 f = wishspeed - DotProduct(s->velocity, wishdir);
1057 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1058 VectorMA(s->velocity, f, wishdir, s->velocity);
1061 // holding jump button swims upward slowly
1064 if (s->watertype & SUPERCONTENTS_LAVA)
1065 s->velocity[2] = 50;
1066 else if (s->watertype & SUPERCONTENTS_SLIME)
1067 s->velocity[2] = 80;
1070 if (gamemode == GAME_NEXUIZ)
1071 s->velocity[2] = 200;
1073 s->velocity[2] = 100;
1078 CL_ClientMovement_Move(s);
1081 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1083 vec_t zspeed, speed, dot, k;
1085 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1088 zspeed = s->velocity[2];
1090 speed = VectorNormalizeLength(s->velocity);
1092 dot = DotProduct(s->velocity, wishdir);
1094 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1096 if(dot > 0) { // we can't change direction while slowing down
1097 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1098 VectorNormalize(s->velocity);
1101 VectorScale(s->velocity, speed, s->velocity);
1102 s->velocity[2] = zspeed;
1105 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric)
1112 vec_t vel_xy_current;
1113 vec_t vel_xy_backward, vel_xy_forward;
1114 qboolean speedclamp;
1116 speedclamp = (accelqw < 0);
1120 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1121 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1123 vel_straight = DotProduct(s->velocity, wishdir);
1124 vel_z = s->velocity[2];
1125 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1126 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1128 step = accel * s->cmd.frametime * wishspeed0;
1130 vel_xy_current = VectorLength(vel_xy);
1131 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1132 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1134 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1136 if(sidefric < 0 && VectorLength2(vel_perpend))
1137 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1140 f = 1 - s->cmd.frametime * wishspeed * sidefric;
1141 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1143 VectorScale(vel_perpend, f, vel_perpend);
1145 VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
1148 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1150 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1154 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1155 if(vel_xy_current > 0) // prevent division by zero
1157 VectorNormalize(s->velocity);
1158 VectorScale(s->velocity, vel_xy_current, s->velocity);
1162 s->velocity[2] += vel_z;
1165 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1167 vec3_t curvel, wishvel, acceldir, curdir;
1168 float addspeed, accelspeed, curspeed;
1171 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1172 float bunnyaccel = cl.movevars_warsowbunny_accel;
1173 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1174 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1175 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1180 VectorCopy( s->velocity, curvel );
1182 curspeed = VectorLength( curvel );
1184 if( wishspeed > curspeed * 1.01f )
1186 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1187 if( accelspeed < wishspeed )
1188 wishspeed = accelspeed;
1192 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1195 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1197 VectorScale( wishdir, wishspeed, wishvel );
1198 VectorSubtract( wishvel, curvel, acceldir );
1199 addspeed = VectorNormalizeLength( acceldir );
1201 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1202 if( accelspeed > addspeed )
1203 accelspeed = addspeed;
1205 if( backtosideratio < 1.0f )
1207 VectorNormalize2( curvel, curdir );
1208 dot = DotProduct( acceldir, curdir );
1210 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1213 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1216 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1231 // jump if on ground with jump button pressed but only if it has been
1232 // released at least once since the last jump
1235 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"
1237 s->velocity[2] += cl.movevars_jumpvelocity;
1238 s->onground = false;
1239 s->cmd.canjump = false;
1243 s->cmd.canjump = true;
1245 // calculate movement vector
1246 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1247 AngleVectors(yawangles, forward, right, up);
1248 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1250 // split wishvel into wishspeed and wishdir
1251 wishspeed = VectorLength(wishvel);
1253 VectorScale(wishvel, 1 / wishspeed, wishdir);
1255 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1256 // check if onground
1259 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1263 // apply edge friction
1264 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1267 friction = cl.movevars_friction;
1268 if (cl.movevars_edgefriction != 1)
1272 // note: QW uses the full player box for the trace, and yet still
1273 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1274 // this mimics it for compatibility
1275 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1276 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1277 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1278 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1280 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1281 if (trace.fraction == 1 && !trace.startsolid)
1282 friction *= cl.movevars_edgefriction;
1284 // apply ground friction
1285 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1287 VectorScale(s->velocity, f, s->velocity);
1289 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1292 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1293 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1295 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1296 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1298 if (VectorLength2(s->velocity))
1299 CL_ClientMovement_Move(s);
1303 if (s->waterjumptime <= 0)
1305 // apply air speed limit
1306 vec_t accel, wishspeed0, wishspeed2, accelqw;
1307 qboolean accelerating;
1309 accelqw = cl.movevars_airaccel_qw;
1310 wishspeed0 = wishspeed;
1311 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1314 accel = cl.movevars_airaccelerate;
1316 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1317 wishspeed2 = wishspeed;
1320 if(cl.movevars_airstopaccelerate != 0)
1321 if(DotProduct(s->velocity, wishdir) < 0)
1322 accel = cl.movevars_airstopaccelerate;
1323 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1325 if(cl.movevars_maxairstrafespeed)
1327 if(wishspeed > cl.movevars_maxairstrafespeed)
1328 wishspeed = cl.movevars_maxairstrafespeed;
1329 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1331 // otherwise, CPMA-style air acceleration misbehaves a lot
1332 // if partially non-QW acceleration is used (as in, strafing
1333 // would get faster than moving forward straight)
1335 if(cl.movevars_airstrafeaccelerate)
1337 accel = cl.movevars_airstrafeaccelerate;
1338 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1340 // otherwise, CPMA-style air acceleration misbehaves a lot
1341 // if partially non-QW acceleration is used (as in, strafing
1342 // would get faster than moving forward straight)
1347 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1348 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1350 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1352 if(cl.movevars_aircontrol)
1353 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1355 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1356 CL_ClientMovement_Move(s);
1360 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1362 //Con_Printf(" %f", frametime);
1364 s->cmd.canjump = true;
1365 s->waterjumptime -= s->cmd.frametime;
1366 CL_ClientMovement_UpdateStatus(s);
1367 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1368 CL_ClientMovement_Physics_Swim(s);
1370 CL_ClientMovement_Physics_Walk(s);
1373 extern cvar_t slowmo;
1374 void CL_UpdateMoveVars(void)
1376 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1380 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1382 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1383 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1384 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1385 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1386 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1387 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1388 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1389 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1390 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1391 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1392 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1393 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1394 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1395 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1396 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1397 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1398 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1399 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1400 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1401 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1402 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1403 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1404 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1405 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1406 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1407 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1408 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1409 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1410 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1415 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1416 cl.movevars_timescale = slowmo.value;
1417 cl.movevars_gravity = sv_gravity.value;
1418 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1419 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1420 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1421 cl.movevars_accelerate = cl_movement_accelerate.value;
1422 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1423 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1424 cl.movevars_friction = cl_movement_friction.value;
1425 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1426 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1427 cl.movevars_entgravity = 1;
1428 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1429 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1430 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1431 cl.movevars_stepheight = cl_movement_stepheight.value;
1432 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1433 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1434 cl.movevars_airstopaccelerate = 0;
1435 cl.movevars_airstrafeaccelerate = 0;
1436 cl.movevars_maxairstrafespeed = 0;
1437 cl.movevars_aircontrol = 0;
1438 cl.movevars_warsowbunny_airforwardaccel = 0;
1439 cl.movevars_warsowbunny_accel = 0;
1440 cl.movevars_warsowbunny_topspeed = 0;
1441 cl.movevars_warsowbunny_turnaccel = 0;
1442 cl.movevars_warsowbunny_backtosideratio = 0;
1445 if(!(cl.moveflags & MOVEFLAG_VALID))
1447 if(gamemode == GAME_NEXUIZ)
1448 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1452 void CL_ClientMovement_Replay(void)
1455 double totalmovemsec;
1456 cl_clientmovement_state_t s;
1458 if (cl.movement_predicted && !cl.movement_replay)
1461 // set up starting state for the series of moves
1462 memset(&s, 0, sizeof(s));
1463 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1464 VectorCopy(cl.mvelocity[0], s.velocity);
1465 s.crouched = true; // will be updated on first move
1466 //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]);
1469 for (i = 0;i < CL_MAX_USERCMDS;i++)
1470 if (cl.movecmd[i].sequence > cls.servermovesequence)
1471 totalmovemsec += cl.movecmd[i].msec;
1472 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);
1473 //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);
1474 if (cl.movement_predicted)
1476 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1478 // replay the input queue to predict current location
1479 // note: this relies on the fact there's always one queue item at the end
1481 // find how many are still valid
1482 for (i = 0;i < CL_MAX_USERCMDS;i++)
1483 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1485 // now walk them in oldest to newest order
1486 for (i--;i >= 0;i--)
1488 s.cmd = cl.movecmd[i];
1489 if (i < CL_MAX_USERCMDS - 1)
1490 s.cmd.canjump = cl.movecmd[i+1].canjump;
1491 // if a move is more than 50ms, do it as two moves (matching qwsv)
1492 //Con_Printf("%i ", s.cmd.msec);
1493 if(s.cmd.frametime > 0.0005)
1495 if (s.cmd.frametime > 0.05)
1497 s.cmd.frametime /= 2;
1498 CL_ClientMovement_PlayerMove(&s);
1500 CL_ClientMovement_PlayerMove(&s);
1501 cl.movecmd[i].canjump = s.cmd.canjump;
1505 CL_ClientMovement_UpdateStatus(&s);
1509 // get the first movement queue entry to know whether to crouch and such
1510 s.cmd = cl.movecmd[0];
1513 if (cls.demoplayback) // for bob, speedometer
1514 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1517 cl.movement_replay = false;
1518 // update the interpolation target position and velocity
1519 VectorCopy(s.origin, cl.movement_origin);
1520 VectorCopy(s.velocity, cl.movement_velocity);
1523 // update the onground flag if appropriate
1524 if (cl.movement_predicted)
1526 // when predicted we simply set the flag according to the UpdateStatus
1527 cl.onground = s.onground;
1531 // when not predicted, cl.onground is cleared by cl_parse.c each time
1532 // an update packet is received, but can be forced on here to hide
1533 // server inconsistencies in the onground flag
1534 // (which mostly occur when stepping up stairs at very high framerates
1535 // where after the step up the move continues forward and not
1536 // downward so the ground is not detected)
1538 // such onground inconsistencies can cause jittery gun bobbing and
1539 // stair smoothing, so we set onground if UpdateStatus says so
1544 // react to onground state changes (for gun bob)
1547 if (!cl.oldonground)
1548 cl.hitgroundtime = cl.movecmd[0].time;
1549 cl.lastongroundtime = cl.movecmd[0].time;
1551 cl.oldonground = cl.onground;
1554 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1559 if (to->viewangles[0] != from->viewangles[0])
1560 bits |= QW_CM_ANGLE1;
1561 if (to->viewangles[1] != from->viewangles[1])
1562 bits |= QW_CM_ANGLE2;
1563 if (to->viewangles[2] != from->viewangles[2])
1564 bits |= QW_CM_ANGLE3;
1565 if (to->forwardmove != from->forwardmove)
1566 bits |= QW_CM_FORWARD;
1567 if (to->sidemove != from->sidemove)
1569 if (to->upmove != from->upmove)
1571 if (to->buttons != from->buttons)
1572 bits |= QW_CM_BUTTONS;
1573 if (to->impulse != from->impulse)
1574 bits |= QW_CM_IMPULSE;
1576 MSG_WriteByte(buf, bits);
1577 if (bits & QW_CM_ANGLE1)
1578 MSG_WriteAngle16i(buf, to->viewangles[0]);
1579 if (bits & QW_CM_ANGLE2)
1580 MSG_WriteAngle16i(buf, to->viewangles[1]);
1581 if (bits & QW_CM_ANGLE3)
1582 MSG_WriteAngle16i(buf, to->viewangles[2]);
1583 if (bits & QW_CM_FORWARD)
1584 MSG_WriteShort(buf, (short) to->forwardmove);
1585 if (bits & QW_CM_SIDE)
1586 MSG_WriteShort(buf, (short) to->sidemove);
1587 if (bits & QW_CM_UP)
1588 MSG_WriteShort(buf, (short) to->upmove);
1589 if (bits & QW_CM_BUTTONS)
1590 MSG_WriteByte(buf, to->buttons);
1591 if (bits & QW_CM_IMPULSE)
1592 MSG_WriteByte(buf, to->impulse);
1593 MSG_WriteByte(buf, to->msec);
1596 void CL_NewFrameReceived(int num)
1598 if (developer_networkentities.integer >= 10)
1599 Con_Printf("recv: svc_entities %i\n", num);
1600 cl.latestframenums[cl.latestframenumsposition] = num;
1601 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1602 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1610 usercmd_t nullcmd; // for delta compression of qw moves
1611 void CL_SendMove(void)
1613 int i, j, packetloss;
1619 unsigned char data[1024];
1625 // if playing a demo, do nothing
1629 // we don't que moves during a lag spike (potential network timeout)
1630 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1632 // we build up cl.cmd and then decide whether to send or not
1633 // we store this into cl.movecmd[0] for prediction each frame even if we
1634 // do not send, to make sure that prediction is instant
1635 cl.cmd.time = cl.time;
1636 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1639 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1641 if (in_attack.state & 3) bits |= 1;
1642 if (in_jump.state & 3) bits |= 2;
1643 if (in_button3.state & 3) bits |= 4;
1644 if (in_button4.state & 3) bits |= 8;
1645 if (in_button5.state & 3) bits |= 16;
1646 if (in_button6.state & 3) bits |= 32;
1647 if (in_button7.state & 3) bits |= 64;
1648 if (in_button8.state & 3) bits |= 128;
1649 if (in_use.state & 3) bits |= 256;
1650 if (key_dest != key_game || key_consoleactive) bits |= 512;
1651 if (cl_prydoncursor.integer) bits |= 1024;
1652 if (in_button9.state & 3) bits |= 2048;
1653 if (in_button10.state & 3) bits |= 4096;
1654 if (in_button11.state & 3) bits |= 8192;
1655 if (in_button12.state & 3) bits |= 16384;
1656 if (in_button13.state & 3) bits |= 32768;
1657 if (in_button14.state & 3) bits |= 65536;
1658 if (in_button15.state & 3) bits |= 131072;
1659 if (in_button16.state & 3) bits |= 262144;
1660 // button bits 19-31 unused currently
1661 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1662 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1663 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1664 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1665 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1667 // set buttons and impulse
1668 cl.cmd.buttons = bits;
1669 cl.cmd.impulse = in_impulse;
1672 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1674 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1675 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1676 // ridiculous value rejection (matches qw)
1677 if (cl.cmd.msec > 250)
1679 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1681 cl.cmd.predicted = cl_movement.integer != 0;
1683 // movement is set by input code (forwardmove/sidemove/upmove)
1684 // always dump the first two moves, because they may contain leftover inputs from the last level
1685 if (cl.cmd.sequence <= 2)
1686 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1688 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1690 switch (cls.protocol)
1692 case PROTOCOL_QUAKEWORLD:
1693 case PROTOCOL_QUAKE:
1694 case PROTOCOL_QUAKEDP:
1695 case PROTOCOL_NEHAHRAMOVIE:
1696 case PROTOCOL_NEHAHRABJP:
1697 case PROTOCOL_NEHAHRABJP2:
1698 case PROTOCOL_NEHAHRABJP3:
1699 case PROTOCOL_DARKPLACES1:
1700 case PROTOCOL_DARKPLACES2:
1701 case PROTOCOL_DARKPLACES3:
1702 case PROTOCOL_DARKPLACES4:
1703 case PROTOCOL_DARKPLACES5:
1705 case PROTOCOL_DARKPLACES6:
1706 case PROTOCOL_DARKPLACES7:
1707 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1708 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1710 case PROTOCOL_UNKNOWN:
1715 cl.movecmd[0] = cl.cmd;
1717 // don't predict more than 200fps
1718 if (realtime >= cl.lastpackettime + 0.005)
1719 cl.movement_replay = true; // redo the prediction
1721 // now decide whether to actually send this move
1722 // (otherwise it is only for prediction)
1724 // don't send too often or else network connections can get clogged by a
1725 // high renderer framerate
1726 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1727 if (cl.movevars_timescale && cl.movevars_ticrate)
1729 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1730 packettime = min(packettime, maxtic);
1733 // do not send 0ms packets because they mess up physics
1734 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1736 // always send if buttons changed or an impulse is pending
1737 // even if it violates the rate limit!
1738 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1739 // don't send too often (cl_netfps)
1740 if (!important && realtime < cl.lastpackettime + packettime)
1742 // don't choke the connection with packets (obey rate limit)
1743 // it is important that this check be last, because it adds a new
1744 // frame to the shownetgraph output and any cancelation after this
1745 // will produce a nasty spike-like look to the netgraph
1746 // we also still send if it is important
1747 if (!NetConn_CanSend(cls.netcon) && !important)
1749 // try to round off the lastpackettime to a multiple of the packet interval
1750 // (this causes it to emit packets at a steady beat)
1752 cl.lastpackettime = floor(realtime / packettime) * packettime;
1754 cl.lastpackettime = realtime;
1756 buf.maxsize = sizeof(data);
1760 // send the movement message
1761 // PROTOCOL_QUAKE clc_move = 16 bytes total
1762 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1763 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1764 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1765 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1766 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1767 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1768 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1769 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1770 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1771 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1773 // set prydon cursor info
1774 CL_UpdatePrydonCursor();
1776 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1778 switch (cls.protocol)
1780 case PROTOCOL_QUAKEWORLD:
1781 MSG_WriteByte(&buf, qw_clc_move);
1782 // save the position for a checksum byte
1783 checksumindex = buf.cursize;
1784 MSG_WriteByte(&buf, 0);
1785 // packet loss percentage
1786 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1787 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1789 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1790 MSG_WriteByte(&buf, packetloss);
1791 // write most recent 3 moves
1792 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1793 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1794 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1795 // calculate the checksum
1796 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1797 // if delta compression history overflows, request no delta
1798 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1799 cl.qw_validsequence = 0;
1800 // request delta compression if appropriate
1801 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1803 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1804 MSG_WriteByte(&buf, qw_clc_delta);
1805 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1808 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1810 case PROTOCOL_QUAKE:
1811 case PROTOCOL_QUAKEDP:
1812 case PROTOCOL_NEHAHRAMOVIE:
1813 case PROTOCOL_NEHAHRABJP:
1814 case PROTOCOL_NEHAHRABJP2:
1815 case PROTOCOL_NEHAHRABJP3:
1817 MSG_WriteByte (&buf, clc_move);
1818 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1820 for (i = 0;i < 3;i++)
1821 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1823 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1824 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1825 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1827 MSG_WriteByte (&buf, cl.cmd.buttons);
1828 MSG_WriteByte (&buf, cl.cmd.impulse);
1830 case PROTOCOL_DARKPLACES2:
1831 case PROTOCOL_DARKPLACES3:
1833 MSG_WriteByte (&buf, clc_move);
1834 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1836 for (i = 0;i < 3;i++)
1837 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1839 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1840 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1841 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1843 MSG_WriteByte (&buf, cl.cmd.buttons);
1844 MSG_WriteByte (&buf, cl.cmd.impulse);
1846 case PROTOCOL_DARKPLACES1:
1847 case PROTOCOL_DARKPLACES4:
1848 case PROTOCOL_DARKPLACES5:
1850 MSG_WriteByte (&buf, clc_move);
1851 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1853 for (i = 0;i < 3;i++)
1854 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1856 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1857 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1858 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1860 MSG_WriteByte (&buf, cl.cmd.buttons);
1861 MSG_WriteByte (&buf, cl.cmd.impulse);
1862 case PROTOCOL_DARKPLACES6:
1863 case PROTOCOL_DARKPLACES7:
1864 // set the maxusercmds variable to limit how many should be sent
1865 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1866 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1867 if (!cl.cmd.predicted)
1870 // send the latest moves in order, the old ones will be
1871 // ignored by the server harmlessly, however if the previous
1872 // packets were lost these moves will be used
1874 // this reduces packet loss impact on gameplay.
1875 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1877 // don't repeat any stale moves
1878 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1881 MSG_WriteByte (&buf, clc_move);
1882 if (cls.protocol != PROTOCOL_DARKPLACES6)
1883 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1884 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1886 for (i = 0;i < 3;i++)
1887 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1889 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1890 MSG_WriteCoord16i (&buf, cmd->sidemove);
1891 MSG_WriteCoord16i (&buf, cmd->upmove);
1893 MSG_WriteLong (&buf, cmd->buttons);
1894 MSG_WriteByte (&buf, cmd->impulse);
1895 // PRYDON_CLIENTCURSOR
1897 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1898 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1899 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1900 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1901 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1902 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1903 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1904 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1905 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1908 case PROTOCOL_UNKNOWN:
1913 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1915 // ack entity frame numbers received since the last input was sent
1916 // (redundent to improve handling of client->server packet loss)
1917 // if cl_netrepeatinput is 1 and client framerate matches server
1918 // framerate, this is 10 bytes, if client framerate is lower this
1921 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1922 if (oldsequence < 1)
1924 for (i = 0;i < LATESTFRAMENUMS;i++)
1926 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1927 if (cl.latestsendnums[j] >= oldsequence)
1929 if (developer_networkentities.integer >= 10)
1930 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1931 MSG_WriteByte(&buf, clc_ackframe);
1932 MSG_WriteLong(&buf, cl.latestframenums[j]);
1937 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1938 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1940 // acknowledge any recently received data blocks
1941 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1943 MSG_WriteByte(&buf, clc_ackdownloaddata);
1944 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1945 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1946 cls.dp_downloadack[i].start = 0;
1947 cls.dp_downloadack[i].size = 0;
1950 // send the reliable message (forwarded commands) if there is one
1951 if (buf.cursize || cls.netcon->message.cursize)
1952 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1956 // update the cl.movecmd array which holds the most recent moves,
1957 // because we now need a new slot for the next input
1958 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1959 cl.movecmd[i] = cl.movecmd[i-1];
1960 cl.movecmd[0].msec = 0;
1961 cl.movecmd[0].frametime = 0;
1964 // clear button 'click' states
1965 in_attack.state &= ~2;
1966 in_jump.state &= ~2;
1967 in_button3.state &= ~2;
1968 in_button4.state &= ~2;
1969 in_button5.state &= ~2;
1970 in_button6.state &= ~2;
1971 in_button7.state &= ~2;
1972 in_button8.state &= ~2;
1974 in_button9.state &= ~2;
1975 in_button10.state &= ~2;
1976 in_button11.state &= ~2;
1977 in_button12.state &= ~2;
1978 in_button13.state &= ~2;
1979 in_button14.state &= ~2;
1980 in_button15.state &= ~2;
1981 in_button16.state &= ~2;
1985 if (cls.netcon->message.overflowed)
1987 Con_Print("CL_SendMove: lost server connection\n");
1989 Host_ShutdownServer();
1998 void CL_InitInput (void)
2000 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2001 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2002 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2003 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2004 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2005 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2006 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2007 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2008 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2009 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2010 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2011 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2012 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2013 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2014 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2015 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2016 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2017 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2018 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2019 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2020 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2021 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2022 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2023 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2024 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2025 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2026 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2027 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2028 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2029 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2030 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2031 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2032 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2034 // LordHavoc: added use button
2035 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2036 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2038 // LordHavoc: added 6 new buttons
2039 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2040 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2041 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2042 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2043 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2044 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2045 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2046 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2047 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2048 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2049 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2050 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2051 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2052 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2053 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2054 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2055 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2056 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2057 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2058 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2059 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2060 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2061 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2062 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2063 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2064 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2065 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2066 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2068 // LordHavoc: added bestweapon command
2069 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)");
2071 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");
2073 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2075 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2076 Cvar_RegisterVariable(&cl_movement);
2077 Cvar_RegisterVariable(&cl_movement_nettimeout);
2078 Cvar_RegisterVariable(&cl_movement_minping);
2079 Cvar_RegisterVariable(&cl_movement_track_canjump);
2080 Cvar_RegisterVariable(&cl_movement_maxspeed);
2081 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2082 Cvar_RegisterVariable(&cl_movement_stopspeed);
2083 Cvar_RegisterVariable(&cl_movement_friction);
2084 Cvar_RegisterVariable(&cl_movement_wallfriction);
2085 Cvar_RegisterVariable(&cl_movement_waterfriction);
2086 Cvar_RegisterVariable(&cl_movement_edgefriction);
2087 Cvar_RegisterVariable(&cl_movement_stepheight);
2088 Cvar_RegisterVariable(&cl_movement_accelerate);
2089 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2090 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2091 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2092 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2093 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2095 Cvar_RegisterVariable(&in_pitch_min);
2096 Cvar_RegisterVariable(&in_pitch_max);
2097 Cvar_RegisterVariable(&m_filter);
2098 Cvar_RegisterVariable(&m_accelerate);
2099 Cvar_RegisterVariable(&m_accelerate_minspeed);
2100 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2101 Cvar_RegisterVariable(&m_accelerate_filter);
2103 Cvar_RegisterVariable(&cl_netfps);
2104 Cvar_RegisterVariable(&cl_netrepeatinput);
2105 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2107 Cvar_RegisterVariable(&cl_nodelta);