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;
369 impulseup = key->state & 4;
370 down = key->state & 1;
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_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
427 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"};
428 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
429 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
430 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)"};
431 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
432 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
433 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"};
434 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)"};
435 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
436 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
437 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"};
438 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"};
439 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)"};
440 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)"};
441 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
443 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
444 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
446 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
447 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
448 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
449 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
450 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
452 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
453 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)"};
454 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)"};
456 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
458 extern cvar_t v_flipped;
464 Moves the local angle positions
467 void CL_AdjustAngles (void)
472 if (in_speed.state & 1)
473 speed = cl.realframetime * cl_anglespeedkey.value;
475 speed = cl.realframetime;
477 if (!(in_strafe.state & 1))
479 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
480 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
482 if (in_klook.state & 1)
485 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
486 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
489 up = CL_KeyState (&in_lookup);
490 down = CL_KeyState(&in_lookdown);
492 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
493 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
498 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
499 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
500 if (cl.viewangles[YAW] >= 180)
501 cl.viewangles[YAW] -= 360;
502 if (cl.viewangles[PITCH] >= 180)
503 cl.viewangles[PITCH] -= 360;
504 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
505 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
508 int cl_ignoremousemoves = 2;
514 Send the intended movement message to the server
520 static float old_mouse_x = 0, old_mouse_y = 0;
522 // clamp before the move to prevent starting with bad angles
525 if(v_flipped.integer)
526 cl.viewangles[YAW] = -cl.viewangles[YAW];
528 // reset some of the command fields
529 cl.cmd.forwardmove = 0;
533 // get basic movement from keyboard
534 if (in_strafe.state & 1)
536 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
537 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
540 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
541 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
543 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
544 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
546 if (! (in_klook.state & 1) )
548 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
549 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
552 // adjust for speed key
553 if (in_speed.state & 1)
555 cl.cmd.forwardmove *= cl_movespeedkey.value;
556 cl.cmd.sidemove *= cl_movespeedkey.value;
557 cl.cmd.upmove *= cl_movespeedkey.value;
560 // allow mice or other external controllers to add to the move
563 // apply m_accelerate if it is on
564 if(m_accelerate.value > 1)
566 static float averagespeed = 0;
567 float speed, f, mi, ma;
569 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
570 if(m_accelerate_filter.value > 0)
571 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
574 averagespeed = speed * f + averagespeed * (1 - f);
576 mi = max(1, m_accelerate_minspeed.value);
577 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
579 if(averagespeed <= mi)
583 else if(averagespeed >= ma)
585 f = m_accelerate.value;
590 f = log(averagespeed);
597 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
604 // apply m_filter if it is on
607 if (m_filter.integer)
609 in_mouse_x = (mx + old_mouse_x) * 0.5;
610 in_mouse_y = (my + old_mouse_y) * 0.5;
615 // ignore a mouse move if mouse was activated/deactivated this frame
616 if (cl_ignoremousemoves)
618 cl_ignoremousemoves--;
619 in_mouse_x = old_mouse_x = 0;
620 in_mouse_y = old_mouse_y = 0;
623 // if not in menu, apply mouse move to viewangles/movement
624 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
626 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
627 if (cl_prydoncursor.integer)
629 // mouse interacting with the scene, mostly stationary view
631 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
632 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
634 else if (in_strafe.state & 1)
636 // strafing mode, all looking is movement
638 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
639 if (noclip_anglehack)
640 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
644 else if ((in_mlook.state & 1) || freelook.integer)
646 // mouselook, lookstrafe causes turning to become strafing
648 if (lookstrafe.integer)
649 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
652 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
656 // non-mouselook, yaw turning and forward/back movement
657 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
658 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
661 else // don't pitch drift when csqc is controlling the mouse
664 if(v_flipped.integer)
666 cl.viewangles[YAW] = -cl.viewangles[YAW];
667 cl.cmd.sidemove = -cl.cmd.sidemove;
670 // clamp after the move to prevent rendering with bad angles
673 if(cl_movecliptokeyboard.integer)
676 if (in_speed.state & 1)
677 f *= cl_movespeedkey.value;
678 if(cl_movecliptokeyboard.integer == 2)
680 // digital direction, analog amount
681 vec_t wishvel_x, wishvel_y;
682 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
683 wishvel_x = fabs(cl.cmd.forwardmove);
684 wishvel_y = fabs(cl.cmd.sidemove);
685 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
688 if(wishvel_x >= 2 * wishvel_y)
691 if(cl.cmd.forwardmove > 0)
692 cl.cmd.forwardmove = wishspeed;
694 cl.cmd.forwardmove = -wishspeed;
697 else if(wishvel_y >= 2 * wishvel_x)
700 cl.cmd.forwardmove = 0;
701 if(cl.cmd.sidemove > 0)
702 cl.cmd.sidemove = wishspeed;
704 cl.cmd.sidemove = -wishspeed;
709 if(cl.cmd.forwardmove > 0)
710 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
713 if(cl.cmd.sidemove > 0)
714 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
720 else if(cl_movecliptokeyboard.integer)
722 // digital direction, digital amount
723 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
724 cl.cmd.sidemove = cl_sidespeed.value * f;
725 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
726 cl.cmd.sidemove = -cl_sidespeed.value * f;
729 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
730 cl.cmd.forwardmove = cl_forwardspeed.value * f;
731 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
732 cl.cmd.forwardmove = -cl_backspeed.value * f;
734 cl.cmd.forwardmove = 0;
739 #include "cl_collision.h"
741 void CL_UpdatePrydonCursor(void)
745 if (!cl_prydoncursor.integer)
746 VectorClear(cl.cmd.cursor_screen);
749 if (cl.cmd.cursor_screen[0] < -1)
751 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
752 cl.cmd.cursor_screen[0] = -1;
754 if (cl.cmd.cursor_screen[0] > 1)
756 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
757 cl.cmd.cursor_screen[0] = 1;
759 if (cl.cmd.cursor_screen[1] < -1)
761 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
762 cl.cmd.cursor_screen[1] = -1;
764 if (cl.cmd.cursor_screen[1] > 1)
766 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
767 cl.cmd.cursor_screen[1] = 1;
770 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
771 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
772 cl.cmd.cursor_screen[2] = 1;
774 // calculate current view matrix
775 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
776 // calculate direction vector of cursor in viewspace by using frustum slopes
777 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);
778 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
779 // trace from view origin to the cursor
780 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);
783 typedef enum waterlevel_e
792 typedef struct cl_clientmovement_state_s
797 // current bounding box (different if crouched vs standing)
800 // currently on the ground
802 // currently crouching
804 // what kind of water (SUPERCONTENTS_LAVA for instance)
807 waterlevel_t waterlevel;
808 // weird hacks when jumping out of water
809 // (this is in seconds and counts down to 0)
815 cl_clientmovement_state_t;
817 #define NUMOFFSETS 27
818 static vec3_t offsets[NUMOFFSETS] =
820 // 1 no nudge (just return the original if this test passes)
821 { 0.000, 0.000, 0.000},
823 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
824 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
825 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
826 // 4 diagonal flat nudges
827 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
828 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
829 // 8 diagonal upward nudges
830 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
831 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
832 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
833 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
834 // 8 diagonal downward nudges
835 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
836 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
837 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
838 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
841 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
845 for (i = 0;i < NUMOFFSETS;i++)
847 VectorAdd(offsets[i], s->origin, neworigin);
848 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
850 VectorCopy(neworigin, s->origin);
854 // if all offsets failed, give up
858 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
860 vec3_t origin1, origin2;
863 // make sure player is not stuck
864 CL_ClientMovement_Unstick(s);
869 // wants to crouch, this always works..
875 // wants to stand, if currently crouching we need to check for a
879 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
880 if (!trace.startsolid)
886 VectorCopy(cl.playercrouchmins, s->mins);
887 VectorCopy(cl.playercrouchmaxs, s->maxs);
891 VectorCopy(cl.playerstandmins, s->mins);
892 VectorCopy(cl.playerstandmaxs, s->maxs);
896 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
897 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
898 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
899 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
901 // set watertype/waterlevel
902 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
903 s->waterlevel = WATERLEVEL_NONE;
904 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
907 s->waterlevel = WATERLEVEL_WETFEET;
908 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
909 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
911 s->waterlevel = WATERLEVEL_SWIMMING;
912 origin1[2] = s->origin[2] + 22;
913 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
914 s->waterlevel = WATERLEVEL_SUBMERGED;
918 // water jump prediction
919 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
920 s->waterjumptime = 0;
923 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
929 vec3_t currentorigin2;
931 vec3_t primalvelocity;
935 CL_ClientMovement_UpdateStatus(s);
936 VectorCopy(s->velocity, primalvelocity);
937 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
939 VectorMA(s->origin, t, s->velocity, neworigin);
940 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
941 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
943 // may be a step or wall, try stepping up
944 // first move forward at a higher level
945 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
946 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
947 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
948 if (!trace2.startsolid)
950 // then move down from there
951 VectorCopy(trace2.endpos, currentorigin2);
952 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
953 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
954 //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]);
955 // accept the new trace if it made some progress
956 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
959 VectorCopy(trace3.endpos, trace.endpos);
964 // check if it moved at all
965 if (trace.fraction >= 0.001)
966 VectorCopy(trace.endpos, s->origin);
968 // check if it moved all the way
969 if (trace.fraction == 1)
972 //if (trace.plane.normal[2] > 0.7)
973 // s->onground = true;
975 t -= t * trace.fraction;
977 f = DotProduct(s->velocity, trace.plane.normal);
978 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
980 if (s->waterjumptime > 0)
981 VectorCopy(primalvelocity, s->velocity);
985 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
992 // water jump only in certain situations
993 // this mimics quakeworld code
994 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
999 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1000 AngleVectors(yawangles, forward, NULL, NULL);
1001 VectorMA(s->origin, 24, forward, spot);
1003 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1006 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1008 VectorScale(forward, 50, s->velocity);
1009 s->velocity[2] = 310;
1010 s->waterjumptime = 2;
1011 s->onground = false;
1012 s->cmd.canjump = false;
1017 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1019 // drift towards bottom
1020 VectorSet(wishvel, 0, 0, -60);
1028 // calculate movement vector
1029 AngleVectors(s->cmd.viewangles, forward, right, up);
1030 VectorSet(up, 0, 0, 1);
1031 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1034 // split wishvel into wishspeed and wishdir
1035 wishspeed = VectorLength(wishvel);
1037 VectorScale(wishvel, 1 / wishspeed, wishdir);
1039 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1040 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1045 if (s->waterjumptime <= 0)
1048 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1050 VectorScale(s->velocity, f, s->velocity);
1052 // water acceleration
1053 f = wishspeed - DotProduct(s->velocity, wishdir);
1056 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1057 VectorMA(s->velocity, f, wishdir, s->velocity);
1060 // holding jump button swims upward slowly
1063 if (s->watertype & SUPERCONTENTS_LAVA)
1064 s->velocity[2] = 50;
1065 else if (s->watertype & SUPERCONTENTS_SLIME)
1066 s->velocity[2] = 80;
1069 if (gamemode == GAME_NEXUIZ)
1070 s->velocity[2] = 200;
1072 s->velocity[2] = 100;
1077 CL_ClientMovement_Move(s);
1080 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1082 vec_t zspeed, speed, dot, k;
1084 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1087 zspeed = s->velocity[2];
1089 speed = VectorNormalizeLength(s->velocity);
1091 dot = DotProduct(s->velocity, wishdir);
1093 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1095 if(dot > 0) { // we can't change direction while slowing down
1096 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1097 VectorNormalize(s->velocity);
1100 VectorScale(s->velocity, speed, s->velocity);
1101 s->velocity[2] = zspeed;
1104 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)
1106 vec_t vel_straight, vel_z;
1110 vel_straight = DotProduct(s->velocity, wishdir);
1111 vel_z = s->velocity[2];
1112 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1114 addspeed = wishspeed - vel_straight;
1116 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1118 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1120 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1122 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1123 s->velocity[2] += vel_z;
1126 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1128 vec3_t curvel, wishvel, acceldir, curdir;
1129 float addspeed, accelspeed, curspeed;
1132 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1133 float bunnyaccel = cl.movevars_warsowbunny_accel;
1134 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1135 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1136 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1141 VectorCopy( s->velocity, curvel );
1143 curspeed = VectorLength( curvel );
1145 if( wishspeed > curspeed * 1.01f )
1147 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1148 if( accelspeed < wishspeed )
1149 wishspeed = accelspeed;
1153 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1156 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1158 VectorScale( wishdir, wishspeed, wishvel );
1159 VectorSubtract( wishvel, curvel, acceldir );
1160 addspeed = VectorNormalizeLength( acceldir );
1162 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1163 if( accelspeed > addspeed )
1164 accelspeed = addspeed;
1166 if( backtosideratio < 1.0f )
1168 VectorNormalize2( curvel, curdir );
1169 dot = DotProduct( acceldir, curdir );
1171 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1174 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1177 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1192 // jump if on ground with jump button pressed but only if it has been
1193 // released at least once since the last jump
1196 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"
1198 s->velocity[2] += cl.movevars_jumpvelocity;
1199 s->onground = false;
1200 s->cmd.canjump = false;
1204 s->cmd.canjump = true;
1206 // calculate movement vector
1207 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1208 AngleVectors(yawangles, forward, right, up);
1209 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1211 // split wishvel into wishspeed and wishdir
1212 wishspeed = VectorLength(wishvel);
1214 VectorScale(wishvel, 1 / wishspeed, wishdir);
1216 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1217 // check if onground
1220 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1224 // apply edge friction
1225 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1228 friction = cl.movevars_friction;
1229 if (cl.movevars_edgefriction != 1)
1233 // note: QW uses the full player box for the trace, and yet still
1234 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1235 // this mimics it for compatibility
1236 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1237 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1238 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1239 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1241 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1242 if (trace.fraction == 1 && !trace.startsolid)
1243 friction *= cl.movevars_edgefriction;
1245 // apply ground friction
1246 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1248 VectorScale(s->velocity, f, s->velocity);
1250 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1253 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1254 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1256 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1257 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1259 if (VectorLength2(s->velocity))
1260 CL_ClientMovement_Move(s);
1264 if (s->waterjumptime <= 0)
1266 // apply air speed limit
1267 vec_t accel, wishspeed2, accelqw;
1268 qboolean accelerating;
1270 accelqw = cl.movevars_airaccel_qw;
1271 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1274 accel = cl.movevars_airaccelerate;
1276 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1277 wishspeed2 = wishspeed;
1280 if(cl.movevars_airstopaccelerate != 0)
1281 if(DotProduct(s->velocity, wishdir) < 0)
1282 accel = cl.movevars_airstopaccelerate;
1283 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1285 if(cl.movevars_maxairstrafespeed)
1287 if(wishspeed > cl.movevars_maxairstrafespeed)
1288 wishspeed = cl.movevars_maxairstrafespeed;
1289 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1291 // otherwise, CPMA-style air acceleration misbehaves a lot
1292 // if partially non-QW acceleration is used (as in, strafing
1293 // would get faster than moving forward straight)
1295 if(cl.movevars_airstrafeaccelerate)
1297 accel = cl.movevars_airstrafeaccelerate;
1298 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1300 // otherwise, CPMA-style air acceleration misbehaves a lot
1301 // if partially non-QW acceleration is used (as in, strafing
1302 // would get faster than moving forward straight)
1307 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1308 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1310 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1312 if(cl.movevars_aircontrol)
1313 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1315 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1316 CL_ClientMovement_Move(s);
1320 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1322 //Con_Printf(" %f", frametime);
1324 s->cmd.canjump = true;
1325 s->waterjumptime -= s->cmd.frametime;
1326 CL_ClientMovement_UpdateStatus(s);
1327 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1328 CL_ClientMovement_Physics_Swim(s);
1330 CL_ClientMovement_Physics_Walk(s);
1333 extern cvar_t slowmo;
1334 void CL_UpdateMoveVars(void)
1336 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1339 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1341 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1342 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1343 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1344 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1345 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1346 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1347 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1348 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1349 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1350 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1351 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1352 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1353 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1354 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1355 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1356 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1357 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1358 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1359 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1360 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1361 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1362 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1363 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1364 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1365 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1366 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1367 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1368 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1372 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1373 cl.movevars_timescale = slowmo.value;
1374 cl.movevars_gravity = sv_gravity.value;
1375 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1376 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1377 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1378 cl.movevars_accelerate = cl_movement_accelerate.value;
1379 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1380 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1381 cl.movevars_friction = cl_movement_friction.value;
1382 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1383 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1384 cl.movevars_entgravity = 1;
1385 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1386 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1387 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1388 cl.movevars_stepheight = cl_movement_stepheight.value;
1389 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1390 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1391 cl.movevars_airstopaccelerate = 0;
1392 cl.movevars_airstrafeaccelerate = 0;
1393 cl.movevars_maxairstrafespeed = 0;
1394 cl.movevars_aircontrol = 0;
1395 cl.movevars_warsowbunny_airforwardaccel = 0;
1396 cl.movevars_warsowbunny_accel = 0;
1397 cl.movevars_warsowbunny_topspeed = 0;
1398 cl.movevars_warsowbunny_turnaccel = 0;
1399 cl.movevars_warsowbunny_backtosideratio = 0;
1403 void CL_ClientMovement_Replay(void)
1406 double totalmovemsec;
1407 cl_clientmovement_state_t s;
1409 if (cl.movement_predicted && !cl.movement_replay)
1412 // set up starting state for the series of moves
1413 memset(&s, 0, sizeof(s));
1414 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1415 VectorCopy(cl.mvelocity[0], s.velocity);
1416 s.crouched = true; // will be updated on first move
1417 //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]);
1420 for (i = 0;i < CL_MAX_USERCMDS;i++)
1421 if (cl.movecmd[i].sequence > cls.servermovesequence)
1422 totalmovemsec += cl.movecmd[i].msec;
1423 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);
1424 //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);
1425 if (cl.movement_predicted)
1427 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1429 // replay the input queue to predict current location
1430 // note: this relies on the fact there's always one queue item at the end
1432 // find how many are still valid
1433 for (i = 0;i < CL_MAX_USERCMDS;i++)
1434 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1436 // now walk them in oldest to newest order
1437 for (i--;i >= 0;i--)
1439 s.cmd = cl.movecmd[i];
1440 if (i < CL_MAX_USERCMDS - 1)
1441 s.cmd.canjump = cl.movecmd[i+1].canjump;
1442 // if a move is more than 50ms, do it as two moves (matching qwsv)
1443 //Con_Printf("%i ", s.cmd.msec);
1444 if (s.cmd.frametime > 0.05)
1446 s.cmd.frametime /= 2;
1447 CL_ClientMovement_PlayerMove(&s);
1449 CL_ClientMovement_PlayerMove(&s);
1450 cl.movecmd[i].canjump = s.cmd.canjump;
1456 // get the first movement queue entry to know whether to crouch and such
1457 s.cmd = cl.movecmd[0];
1459 CL_ClientMovement_UpdateStatus(&s);
1461 if (cls.demoplayback) // for bob, speedometer
1462 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1465 cl.movement_replay = false;
1466 // update the interpolation target position and velocity
1467 VectorCopy(s.origin, cl.movement_origin);
1468 VectorCopy(s.velocity, cl.movement_velocity);
1471 // update the onground flag if appropriate
1472 if (cl.movement_predicted)
1474 // when predicted we simply set the flag according to the UpdateStatus
1475 cl.onground = s.onground;
1479 // when not predicted, cl.onground is cleared by cl_parse.c each time
1480 // an update packet is received, but can be forced on here to hide
1481 // server inconsistencies in the onground flag
1482 // (which mostly occur when stepping up stairs at very high framerates
1483 // where after the step up the move continues forward and not
1484 // downward so the ground is not detected)
1486 // such onground inconsistencies can cause jittery gun bobbing and
1487 // stair smoothing, so we set onground if UpdateStatus says so
1492 // react to onground state changes (for gun bob)
1495 if (!cl.oldonground)
1496 cl.hitgroundtime = cl.movecmd[0].time;
1497 cl.lastongroundtime = cl.movecmd[0].time;
1499 cl.oldonground = cl.onground;
1502 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1507 if (to->viewangles[0] != from->viewangles[0])
1508 bits |= QW_CM_ANGLE1;
1509 if (to->viewangles[1] != from->viewangles[1])
1510 bits |= QW_CM_ANGLE2;
1511 if (to->viewangles[2] != from->viewangles[2])
1512 bits |= QW_CM_ANGLE3;
1513 if (to->forwardmove != from->forwardmove)
1514 bits |= QW_CM_FORWARD;
1515 if (to->sidemove != from->sidemove)
1517 if (to->upmove != from->upmove)
1519 if (to->buttons != from->buttons)
1520 bits |= QW_CM_BUTTONS;
1521 if (to->impulse != from->impulse)
1522 bits |= QW_CM_IMPULSE;
1524 MSG_WriteByte(buf, bits);
1525 if (bits & QW_CM_ANGLE1)
1526 MSG_WriteAngle16i(buf, to->viewangles[0]);
1527 if (bits & QW_CM_ANGLE2)
1528 MSG_WriteAngle16i(buf, to->viewangles[1]);
1529 if (bits & QW_CM_ANGLE3)
1530 MSG_WriteAngle16i(buf, to->viewangles[2]);
1531 if (bits & QW_CM_FORWARD)
1532 MSG_WriteShort(buf, (short) to->forwardmove);
1533 if (bits & QW_CM_SIDE)
1534 MSG_WriteShort(buf, (short) to->sidemove);
1535 if (bits & QW_CM_UP)
1536 MSG_WriteShort(buf, (short) to->upmove);
1537 if (bits & QW_CM_BUTTONS)
1538 MSG_WriteByte(buf, to->buttons);
1539 if (bits & QW_CM_IMPULSE)
1540 MSG_WriteByte(buf, to->impulse);
1541 MSG_WriteByte(buf, to->msec);
1549 usercmd_t nullcmd; // for delta compression of qw moves
1550 void CL_SendMove(void)
1552 int i, j, packetloss;
1558 unsigned char data[1024];
1562 // if playing a demo, do nothing
1566 // we build up cl.movecmd[0] and then decide whether to send or not
1567 // the prediction code will use this command even though it has not been
1569 cl.cmd.time = cl.time;
1570 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1573 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1575 if (in_attack.state & 3) bits |= 1;
1576 if (in_jump.state & 3) bits |= 2;
1577 if (in_button3.state & 3) bits |= 4;
1578 if (in_button4.state & 3) bits |= 8;
1579 if (in_button5.state & 3) bits |= 16;
1580 if (in_button6.state & 3) bits |= 32;
1581 if (in_button7.state & 3) bits |= 64;
1582 if (in_button8.state & 3) bits |= 128;
1583 if (in_use.state & 3) bits |= 256;
1584 if (key_dest != key_game || key_consoleactive) bits |= 512;
1585 if (cl_prydoncursor.integer) bits |= 1024;
1586 if (in_button9.state & 3) bits |= 2048;
1587 if (in_button10.state & 3) bits |= 4096;
1588 if (in_button11.state & 3) bits |= 8192;
1589 if (in_button12.state & 3) bits |= 16384;
1590 if (in_button13.state & 3) bits |= 32768;
1591 if (in_button14.state & 3) bits |= 65536;
1592 if (in_button15.state & 3) bits |= 131072;
1593 if (in_button16.state & 3) bits |= 262144;
1594 // button bits 19-31 unused currently
1595 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1596 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1597 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1598 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1599 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1601 // set buttons and impulse
1602 cl.cmd.buttons = bits;
1603 cl.cmd.impulse = in_impulse;
1606 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1608 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1609 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1610 // ridiculous value rejection (matches qw)
1611 if (cl.cmd.msec > 250)
1613 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1615 cl.cmd.predicted = cl_movement.integer;
1617 // movement is set by input code (forwardmove/sidemove/upmove)
1618 // always dump the first two moves, because they may contain leftover inputs from the last level
1619 if (cl.cmd.sequence <= 2)
1620 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1622 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1624 switch (cls.protocol)
1626 case PROTOCOL_QUAKEWORLD:
1627 case PROTOCOL_QUAKE:
1628 case PROTOCOL_QUAKEDP:
1629 case PROTOCOL_NEHAHRAMOVIE:
1630 case PROTOCOL_NEHAHRABJP:
1631 case PROTOCOL_NEHAHRABJP2:
1632 case PROTOCOL_NEHAHRABJP3:
1633 case PROTOCOL_DARKPLACES1:
1634 case PROTOCOL_DARKPLACES2:
1635 case PROTOCOL_DARKPLACES3:
1636 case PROTOCOL_DARKPLACES4:
1637 case PROTOCOL_DARKPLACES5:
1639 case PROTOCOL_DARKPLACES6:
1640 case PROTOCOL_DARKPLACES7:
1641 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1642 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1644 case PROTOCOL_UNKNOWN:
1648 cl.movecmd[0] = cl.cmd;
1650 // don't predict more than 200fps
1651 if (realtime >= cl.lastpackettime + 0.005)
1652 cl.movement_replay = true; // redo the prediction
1654 // now decide whether to actually send this move
1655 // (otherwise it is only for prediction)
1657 // don't send too often or else network connections can get clogged by a
1658 // high renderer framerate
1659 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1660 if (cl.movevars_timescale && cl.movevars_ticrate)
1662 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1663 packettime = min(packettime, maxtic);
1665 // send input every frame in singleplayer
1669 // do not send if we do not have anything useful to send
1672 // always send if buttons changed or an impulse is pending
1673 // even if it violates the rate limit!
1674 if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1676 // don't choke the connection with packets (obey rate limit)
1677 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1679 // don't send too often (cl_netfps)
1680 if (realtime < cl.lastpackettime + packettime)
1683 // try to round off the lastpackettime to a multiple of the packet interval
1684 // (this causes it to emit packets at a steady beat)
1686 cl.lastpackettime = floor(realtime / packettime) * packettime;
1688 cl.lastpackettime = realtime;
1690 buf.maxsize = sizeof(data);
1694 // send the movement message
1695 // PROTOCOL_QUAKE clc_move = 16 bytes total
1696 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1697 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1698 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1699 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1700 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1701 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1702 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1703 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1704 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1705 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1707 // set prydon cursor info
1708 CL_UpdatePrydonCursor();
1710 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1712 switch (cls.protocol)
1714 case PROTOCOL_QUAKEWORLD:
1715 MSG_WriteByte(&buf, qw_clc_move);
1716 // save the position for a checksum byte
1717 checksumindex = buf.cursize;
1718 MSG_WriteByte(&buf, 0);
1719 // packet loss percentage
1720 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1721 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1723 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1724 MSG_WriteByte(&buf, packetloss);
1725 // write most recent 3 moves
1726 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1727 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1728 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1729 // calculate the checksum
1730 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1731 // if delta compression history overflows, request no delta
1732 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1733 cl.qw_validsequence = 0;
1734 // request delta compression if appropriate
1735 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1737 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1738 MSG_WriteByte(&buf, qw_clc_delta);
1739 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1742 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1744 case PROTOCOL_QUAKE:
1745 case PROTOCOL_QUAKEDP:
1746 case PROTOCOL_NEHAHRAMOVIE:
1747 case PROTOCOL_NEHAHRABJP:
1748 case PROTOCOL_NEHAHRABJP2:
1749 case PROTOCOL_NEHAHRABJP3:
1751 MSG_WriteByte (&buf, clc_move);
1752 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1754 for (i = 0;i < 3;i++)
1755 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1757 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1758 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1759 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1761 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1762 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1764 case PROTOCOL_DARKPLACES2:
1765 case PROTOCOL_DARKPLACES3:
1767 MSG_WriteByte (&buf, clc_move);
1768 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1770 for (i = 0;i < 3;i++)
1771 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1773 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1774 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1775 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1777 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1778 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1780 case PROTOCOL_DARKPLACES1:
1781 case PROTOCOL_DARKPLACES4:
1782 case PROTOCOL_DARKPLACES5:
1784 MSG_WriteByte (&buf, clc_move);
1785 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1787 for (i = 0;i < 3;i++)
1788 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1790 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1791 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1792 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1794 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1795 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1796 case PROTOCOL_DARKPLACES6:
1797 case PROTOCOL_DARKPLACES7:
1798 // set the maxusercmds variable to limit how many should be sent
1799 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1800 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1801 if (!cl.cmd.predicted)
1804 // send the latest moves in order, the old ones will be
1805 // ignored by the server harmlessly, however if the previous
1806 // packets were lost these moves will be used
1808 // this reduces packet loss impact on gameplay.
1809 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1811 // don't repeat any stale moves
1812 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1815 MSG_WriteByte (&buf, clc_move);
1816 if (cls.protocol != PROTOCOL_DARKPLACES6)
1817 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1818 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1820 for (i = 0;i < 3;i++)
1821 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1823 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1824 MSG_WriteCoord16i (&buf, cmd->sidemove);
1825 MSG_WriteCoord16i (&buf, cmd->upmove);
1827 MSG_WriteLong (&buf, cmd->buttons);
1828 MSG_WriteByte (&buf, cmd->impulse);
1829 // PRYDON_CLIENTCURSOR
1831 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1832 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1833 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1834 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1835 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1836 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1837 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1838 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1839 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1842 case PROTOCOL_UNKNOWN:
1847 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1849 // ack the last few frame numbers
1850 // (redundent to improve handling of client->server packet loss)
1851 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1852 for (i = 0;i < LATESTFRAMENUMS;i++)
1854 if (cl.latestframenums[i] > 0)
1856 if (developer_networkentities.integer >= 10)
1857 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1858 MSG_WriteByte(&buf, clc_ackframe);
1859 MSG_WriteLong(&buf, cl.latestframenums[i]);
1864 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1865 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1867 // acknowledge any recently received data blocks
1868 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1870 MSG_WriteByte(&buf, clc_ackdownloaddata);
1871 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1872 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1873 cls.dp_downloadack[i].start = 0;
1874 cls.dp_downloadack[i].size = 0;
1877 // send the reliable message (forwarded commands) if there is one
1878 if (buf.cursize || cls.netcon->message.cursize)
1879 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1881 // update the cl.movecmd array which holds the most recent moves,
1882 // because we now need a new slot for the next input
1883 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1884 cl.movecmd[i] = cl.movecmd[i-1];
1885 cl.movecmd[0].msec = 0;
1886 cl.movecmd[0].frametime = 0;
1888 // clear button 'click' states
1889 in_attack.state &= ~2;
1890 in_jump.state &= ~2;
1891 in_button3.state &= ~2;
1892 in_button4.state &= ~2;
1893 in_button5.state &= ~2;
1894 in_button6.state &= ~2;
1895 in_button7.state &= ~2;
1896 in_button8.state &= ~2;
1898 in_button9.state &= ~2;
1899 in_button10.state &= ~2;
1900 in_button11.state &= ~2;
1901 in_button12.state &= ~2;
1902 in_button13.state &= ~2;
1903 in_button14.state &= ~2;
1904 in_button15.state &= ~2;
1905 in_button16.state &= ~2;
1909 if (cls.netcon->message.overflowed)
1911 Con_Print("CL_SendMove: lost server connection\n");
1913 Host_ShutdownServer();
1922 void CL_InitInput (void)
1924 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1925 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1926 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1927 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1928 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1929 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1930 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1931 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1932 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1933 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1934 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1935 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1936 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1937 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1938 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1939 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1940 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1941 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1942 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1943 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1944 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1945 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1946 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1947 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1948 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1949 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1950 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1951 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1952 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1953 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1954 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1955 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1956 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1958 // LordHavoc: added use button
1959 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1960 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1962 // LordHavoc: added 6 new buttons
1963 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1964 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1965 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1966 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1967 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1968 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1969 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1970 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1971 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1972 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1973 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1974 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1975 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1976 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1977 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1978 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1979 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1980 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1981 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1982 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1983 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1984 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1985 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1986 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1987 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1988 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1989 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1990 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1992 // LordHavoc: added bestweapon command
1993 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)");
1995 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");
1997 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1999 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2000 Cvar_RegisterVariable(&cl_movement);
2001 Cvar_RegisterVariable(&cl_movement_minping);
2002 Cvar_RegisterVariable(&cl_movement_track_canjump);
2003 Cvar_RegisterVariable(&cl_movement_maxspeed);
2004 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2005 Cvar_RegisterVariable(&cl_movement_stopspeed);
2006 Cvar_RegisterVariable(&cl_movement_friction);
2007 Cvar_RegisterVariable(&cl_movement_wallfriction);
2008 Cvar_RegisterVariable(&cl_movement_waterfriction);
2009 Cvar_RegisterVariable(&cl_movement_edgefriction);
2010 Cvar_RegisterVariable(&cl_movement_stepheight);
2011 Cvar_RegisterVariable(&cl_movement_accelerate);
2012 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2013 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2014 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2015 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2016 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2018 Cvar_RegisterVariable(&in_pitch_min);
2019 Cvar_RegisterVariable(&in_pitch_max);
2020 Cvar_RegisterVariable(&m_filter);
2021 Cvar_RegisterVariable(&m_accelerate);
2022 Cvar_RegisterVariable(&m_accelerate_minspeed);
2023 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2024 Cvar_RegisterVariable(&m_accelerate_filter);
2026 Cvar_RegisterVariable(&cl_netfps);
2027 Cvar_RegisterVariable(&cl_netrepeatinput);
2028 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2030 Cvar_RegisterVariable(&cl_nodelta);