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 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1083 angle -= RAD2DEG(atan2(side, forward));
1084 angle = (ANGLEMOD(angle + 180) - 180) / 22.5;
1089 return 1 - angle * angle;
1092 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1094 vec_t zspeed, speed, dot, k;
1097 // this doesn't play well with analog input
1098 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1102 k = 32 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0);
1107 zspeed = s->velocity[2];
1109 speed = VectorNormalizeLength(s->velocity);
1111 dot = DotProduct(s->velocity, wishdir);
1112 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1114 if(dot > 0) { // we can't change direction while slowing down
1115 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1116 VectorNormalize(s->velocity);
1119 VectorScale(s->velocity, speed, s->velocity);
1120 s->velocity[2] = zspeed;
1123 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)
1130 vec_t vel_xy_current;
1131 vec_t vel_xy_backward, vel_xy_forward;
1132 qboolean speedclamp;
1134 speedclamp = (accelqw < 0);
1138 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1139 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1141 vel_straight = DotProduct(s->velocity, wishdir);
1142 vel_z = s->velocity[2];
1143 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1144 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1146 step = accel * s->cmd.frametime * wishspeed0;
1148 vel_xy_current = VectorLength(vel_xy);
1149 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1150 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1151 if(vel_xy_backward < 0)
1152 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1154 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1156 if(sidefric < 0 && VectorLength2(vel_perpend))
1157 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1160 f = 1 - s->cmd.frametime * wishspeed * sidefric;
1161 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1163 VectorScale(vel_perpend, f, vel_perpend);
1165 VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
1168 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1170 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1174 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1175 if(vel_xy_current > 0) // prevent division by zero
1177 VectorNormalize(s->velocity);
1178 VectorScale(s->velocity, vel_xy_current, s->velocity);
1182 s->velocity[2] += vel_z;
1185 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1187 vec3_t curvel, wishvel, acceldir, curdir;
1188 float addspeed, accelspeed, curspeed;
1191 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1192 float bunnyaccel = cl.movevars_warsowbunny_accel;
1193 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1194 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1195 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1200 VectorCopy( s->velocity, curvel );
1202 curspeed = VectorLength( curvel );
1204 if( wishspeed > curspeed * 1.01f )
1206 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1207 if( accelspeed < wishspeed )
1208 wishspeed = accelspeed;
1212 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1215 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1217 VectorScale( wishdir, wishspeed, wishvel );
1218 VectorSubtract( wishvel, curvel, acceldir );
1219 addspeed = VectorNormalizeLength( acceldir );
1221 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1222 if( accelspeed > addspeed )
1223 accelspeed = addspeed;
1225 if( backtosideratio < 1.0f )
1227 VectorNormalize2( curvel, curdir );
1228 dot = DotProduct( acceldir, curdir );
1230 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1233 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1236 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1251 // jump if on ground with jump button pressed but only if it has been
1252 // released at least once since the last jump
1255 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"
1257 s->velocity[2] += cl.movevars_jumpvelocity;
1258 s->onground = false;
1259 s->cmd.canjump = false;
1263 s->cmd.canjump = true;
1265 // calculate movement vector
1266 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1267 AngleVectors(yawangles, forward, right, up);
1268 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1270 // split wishvel into wishspeed and wishdir
1271 wishspeed = VectorLength(wishvel);
1273 VectorScale(wishvel, 1 / wishspeed, wishdir);
1275 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1276 // check if onground
1279 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1283 // apply edge friction
1284 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1287 friction = cl.movevars_friction;
1288 if (cl.movevars_edgefriction != 1)
1292 // note: QW uses the full player box for the trace, and yet still
1293 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1294 // this mimics it for compatibility
1295 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1296 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1297 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1298 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1300 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1301 if (trace.fraction == 1 && !trace.startsolid)
1302 friction *= cl.movevars_edgefriction;
1304 // apply ground friction
1305 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1307 VectorScale(s->velocity, f, s->velocity);
1309 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1312 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1313 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1315 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1316 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1318 if (VectorLength2(s->velocity))
1319 CL_ClientMovement_Move(s);
1323 if (s->waterjumptime <= 0)
1325 // apply air speed limit
1326 vec_t accel, wishspeed0, wishspeed2, accelqw;
1327 qboolean accelerating;
1329 accelqw = cl.movevars_airaccel_qw;
1330 wishspeed0 = wishspeed;
1331 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1334 accel = cl.movevars_airaccelerate;
1336 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1337 wishspeed2 = wishspeed;
1340 if(cl.movevars_airstopaccelerate != 0)
1341 if(DotProduct(s->velocity, wishdir) < 0)
1342 accel = cl.movevars_airstopaccelerate;
1343 // this doesn't play well with analog input, but can't really be
1344 // fixed like the AirControl can. So, don't set the maxairstrafe*
1345 // cvars when you want to support analog input.
1346 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1348 if(cl.movevars_maxairstrafespeed)
1350 if(wishspeed > cl.movevars_maxairstrafespeed)
1351 wishspeed = cl.movevars_maxairstrafespeed;
1352 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1354 // otherwise, CPMA-style air acceleration misbehaves a lot
1355 // if partially non-QW acceleration is used (as in, strafing
1356 // would get faster than moving forward straight)
1358 if(cl.movevars_airstrafeaccelerate)
1360 accel = cl.movevars_airstrafeaccelerate;
1361 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1363 // otherwise, CPMA-style air acceleration misbehaves a lot
1364 // if partially non-QW acceleration is used (as in, strafing
1365 // would get faster than moving forward straight)
1370 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1371 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1373 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1375 if(cl.movevars_aircontrol)
1376 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1378 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1379 CL_ClientMovement_Move(s);
1383 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1385 //Con_Printf(" %f", frametime);
1387 s->cmd.canjump = true;
1388 s->waterjumptime -= s->cmd.frametime;
1389 CL_ClientMovement_UpdateStatus(s);
1390 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1391 CL_ClientMovement_Physics_Swim(s);
1393 CL_ClientMovement_Physics_Walk(s);
1396 extern cvar_t slowmo;
1397 void CL_UpdateMoveVars(void)
1399 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1403 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1405 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1406 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1407 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1408 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1409 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1410 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1411 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1412 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1413 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1414 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1415 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1416 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1417 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1418 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1419 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1420 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1421 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1422 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1423 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1424 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1425 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1426 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1427 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1428 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1429 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1430 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1431 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1432 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1433 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1438 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1439 cl.movevars_timescale = slowmo.value;
1440 cl.movevars_gravity = sv_gravity.value;
1441 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1442 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1443 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1444 cl.movevars_accelerate = cl_movement_accelerate.value;
1445 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1446 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1447 cl.movevars_friction = cl_movement_friction.value;
1448 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1449 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1450 cl.movevars_entgravity = 1;
1451 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1452 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1453 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1454 cl.movevars_stepheight = cl_movement_stepheight.value;
1455 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1456 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1457 cl.movevars_airstopaccelerate = 0;
1458 cl.movevars_airstrafeaccelerate = 0;
1459 cl.movevars_maxairstrafespeed = 0;
1460 cl.movevars_aircontrol = 0;
1461 cl.movevars_warsowbunny_airforwardaccel = 0;
1462 cl.movevars_warsowbunny_accel = 0;
1463 cl.movevars_warsowbunny_topspeed = 0;
1464 cl.movevars_warsowbunny_turnaccel = 0;
1465 cl.movevars_warsowbunny_backtosideratio = 0;
1468 if(!(cl.moveflags & MOVEFLAG_VALID))
1470 if(gamemode == GAME_NEXUIZ)
1471 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1475 void CL_ClientMovement_Replay(void)
1478 double totalmovemsec;
1479 cl_clientmovement_state_t s;
1481 if (cl.movement_predicted && !cl.movement_replay)
1484 // set up starting state for the series of moves
1485 memset(&s, 0, sizeof(s));
1486 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1487 VectorCopy(cl.mvelocity[0], s.velocity);
1488 s.crouched = true; // will be updated on first move
1489 //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]);
1492 for (i = 0;i < CL_MAX_USERCMDS;i++)
1493 if (cl.movecmd[i].sequence > cls.servermovesequence)
1494 totalmovemsec += cl.movecmd[i].msec;
1495 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);
1496 //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);
1497 if (cl.movement_predicted)
1499 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1501 // replay the input queue to predict current location
1502 // note: this relies on the fact there's always one queue item at the end
1504 // find how many are still valid
1505 for (i = 0;i < CL_MAX_USERCMDS;i++)
1506 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1508 // now walk them in oldest to newest order
1509 for (i--;i >= 0;i--)
1511 s.cmd = cl.movecmd[i];
1512 if (i < CL_MAX_USERCMDS - 1)
1513 s.cmd.canjump = cl.movecmd[i+1].canjump;
1514 // if a move is more than 50ms, do it as two moves (matching qwsv)
1515 //Con_Printf("%i ", s.cmd.msec);
1516 if(s.cmd.frametime > 0.0005)
1518 if (s.cmd.frametime > 0.05)
1520 s.cmd.frametime /= 2;
1521 CL_ClientMovement_PlayerMove(&s);
1523 CL_ClientMovement_PlayerMove(&s);
1524 cl.movecmd[i].canjump = s.cmd.canjump;
1528 CL_ClientMovement_UpdateStatus(&s);
1532 // get the first movement queue entry to know whether to crouch and such
1533 s.cmd = cl.movecmd[0];
1536 if (cls.demoplayback) // for bob, speedometer
1537 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1540 cl.movement_replay = false;
1541 // update the interpolation target position and velocity
1542 VectorCopy(s.origin, cl.movement_origin);
1543 VectorCopy(s.velocity, cl.movement_velocity);
1546 // update the onground flag if appropriate
1547 if (cl.movement_predicted)
1549 // when predicted we simply set the flag according to the UpdateStatus
1550 cl.onground = s.onground;
1554 // when not predicted, cl.onground is cleared by cl_parse.c each time
1555 // an update packet is received, but can be forced on here to hide
1556 // server inconsistencies in the onground flag
1557 // (which mostly occur when stepping up stairs at very high framerates
1558 // where after the step up the move continues forward and not
1559 // downward so the ground is not detected)
1561 // such onground inconsistencies can cause jittery gun bobbing and
1562 // stair smoothing, so we set onground if UpdateStatus says so
1567 // react to onground state changes (for gun bob)
1570 if (!cl.oldonground)
1571 cl.hitgroundtime = cl.movecmd[0].time;
1572 cl.lastongroundtime = cl.movecmd[0].time;
1574 cl.oldonground = cl.onground;
1577 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1582 if (to->viewangles[0] != from->viewangles[0])
1583 bits |= QW_CM_ANGLE1;
1584 if (to->viewangles[1] != from->viewangles[1])
1585 bits |= QW_CM_ANGLE2;
1586 if (to->viewangles[2] != from->viewangles[2])
1587 bits |= QW_CM_ANGLE3;
1588 if (to->forwardmove != from->forwardmove)
1589 bits |= QW_CM_FORWARD;
1590 if (to->sidemove != from->sidemove)
1592 if (to->upmove != from->upmove)
1594 if (to->buttons != from->buttons)
1595 bits |= QW_CM_BUTTONS;
1596 if (to->impulse != from->impulse)
1597 bits |= QW_CM_IMPULSE;
1599 MSG_WriteByte(buf, bits);
1600 if (bits & QW_CM_ANGLE1)
1601 MSG_WriteAngle16i(buf, to->viewangles[0]);
1602 if (bits & QW_CM_ANGLE2)
1603 MSG_WriteAngle16i(buf, to->viewangles[1]);
1604 if (bits & QW_CM_ANGLE3)
1605 MSG_WriteAngle16i(buf, to->viewangles[2]);
1606 if (bits & QW_CM_FORWARD)
1607 MSG_WriteShort(buf, (short) to->forwardmove);
1608 if (bits & QW_CM_SIDE)
1609 MSG_WriteShort(buf, (short) to->sidemove);
1610 if (bits & QW_CM_UP)
1611 MSG_WriteShort(buf, (short) to->upmove);
1612 if (bits & QW_CM_BUTTONS)
1613 MSG_WriteByte(buf, to->buttons);
1614 if (bits & QW_CM_IMPULSE)
1615 MSG_WriteByte(buf, to->impulse);
1616 MSG_WriteByte(buf, to->msec);
1619 void CL_NewFrameReceived(int num)
1621 if (developer_networkentities.integer >= 10)
1622 Con_Printf("recv: svc_entities %i\n", num);
1623 cl.latestframenums[cl.latestframenumsposition] = num;
1624 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1625 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1633 usercmd_t nullcmd; // for delta compression of qw moves
1634 void CL_SendMove(void)
1636 int i, j, packetloss;
1642 unsigned char data[1024];
1648 // if playing a demo, do nothing
1652 // we don't que moves during a lag spike (potential network timeout)
1653 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1655 // we build up cl.cmd and then decide whether to send or not
1656 // we store this into cl.movecmd[0] for prediction each frame even if we
1657 // do not send, to make sure that prediction is instant
1658 cl.cmd.time = cl.time;
1659 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1662 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1664 if (in_attack.state & 3) bits |= 1;
1665 if (in_jump.state & 3) bits |= 2;
1666 if (in_button3.state & 3) bits |= 4;
1667 if (in_button4.state & 3) bits |= 8;
1668 if (in_button5.state & 3) bits |= 16;
1669 if (in_button6.state & 3) bits |= 32;
1670 if (in_button7.state & 3) bits |= 64;
1671 if (in_button8.state & 3) bits |= 128;
1672 if (in_use.state & 3) bits |= 256;
1673 if (key_dest != key_game || key_consoleactive) bits |= 512;
1674 if (cl_prydoncursor.integer) bits |= 1024;
1675 if (in_button9.state & 3) bits |= 2048;
1676 if (in_button10.state & 3) bits |= 4096;
1677 if (in_button11.state & 3) bits |= 8192;
1678 if (in_button12.state & 3) bits |= 16384;
1679 if (in_button13.state & 3) bits |= 32768;
1680 if (in_button14.state & 3) bits |= 65536;
1681 if (in_button15.state & 3) bits |= 131072;
1682 if (in_button16.state & 3) bits |= 262144;
1683 // button bits 19-31 unused currently
1684 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1685 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1686 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1687 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1688 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1690 // set buttons and impulse
1691 cl.cmd.buttons = bits;
1692 cl.cmd.impulse = in_impulse;
1695 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1697 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1698 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1699 // ridiculous value rejection (matches qw)
1700 if (cl.cmd.msec > 250)
1702 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1704 cl.cmd.predicted = cl_movement.integer != 0;
1706 // movement is set by input code (forwardmove/sidemove/upmove)
1707 // always dump the first two moves, because they may contain leftover inputs from the last level
1708 if (cl.cmd.sequence <= 2)
1709 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1711 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1713 switch (cls.protocol)
1715 case PROTOCOL_QUAKEWORLD:
1716 case PROTOCOL_QUAKE:
1717 case PROTOCOL_QUAKEDP:
1718 case PROTOCOL_NEHAHRAMOVIE:
1719 case PROTOCOL_NEHAHRABJP:
1720 case PROTOCOL_NEHAHRABJP2:
1721 case PROTOCOL_NEHAHRABJP3:
1722 case PROTOCOL_DARKPLACES1:
1723 case PROTOCOL_DARKPLACES2:
1724 case PROTOCOL_DARKPLACES3:
1725 case PROTOCOL_DARKPLACES4:
1726 case PROTOCOL_DARKPLACES5:
1728 case PROTOCOL_DARKPLACES6:
1729 case PROTOCOL_DARKPLACES7:
1730 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1731 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1733 case PROTOCOL_UNKNOWN:
1738 cl.movecmd[0] = cl.cmd;
1740 // don't predict more than 200fps
1741 if (realtime >= cl.lastpackettime + 0.005)
1742 cl.movement_replay = true; // redo the prediction
1744 // now decide whether to actually send this move
1745 // (otherwise it is only for prediction)
1747 // don't send too often or else network connections can get clogged by a
1748 // high renderer framerate
1749 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1750 if (cl.movevars_timescale && cl.movevars_ticrate)
1752 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1753 packettime = min(packettime, maxtic);
1756 // do not send 0ms packets because they mess up physics
1757 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1759 // always send if buttons changed or an impulse is pending
1760 // even if it violates the rate limit!
1761 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1762 // don't send too often (cl_netfps)
1763 if (!important && realtime < cl.lastpackettime + packettime)
1765 // don't choke the connection with packets (obey rate limit)
1766 // it is important that this check be last, because it adds a new
1767 // frame to the shownetgraph output and any cancelation after this
1768 // will produce a nasty spike-like look to the netgraph
1769 // we also still send if it is important
1770 if (!NetConn_CanSend(cls.netcon) && !important)
1772 // try to round off the lastpackettime to a multiple of the packet interval
1773 // (this causes it to emit packets at a steady beat)
1775 cl.lastpackettime = floor(realtime / packettime) * packettime;
1777 cl.lastpackettime = realtime;
1779 buf.maxsize = sizeof(data);
1783 // send the movement message
1784 // PROTOCOL_QUAKE clc_move = 16 bytes total
1785 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1786 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1787 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1788 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1789 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1790 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1791 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1792 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1793 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1794 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1796 // set prydon cursor info
1797 CL_UpdatePrydonCursor();
1799 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1801 switch (cls.protocol)
1803 case PROTOCOL_QUAKEWORLD:
1804 MSG_WriteByte(&buf, qw_clc_move);
1805 // save the position for a checksum byte
1806 checksumindex = buf.cursize;
1807 MSG_WriteByte(&buf, 0);
1808 // packet loss percentage
1809 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1810 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1812 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1813 MSG_WriteByte(&buf, packetloss);
1814 // write most recent 3 moves
1815 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1816 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1817 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1818 // calculate the checksum
1819 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1820 // if delta compression history overflows, request no delta
1821 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1822 cl.qw_validsequence = 0;
1823 // request delta compression if appropriate
1824 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1826 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1827 MSG_WriteByte(&buf, qw_clc_delta);
1828 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1831 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1833 case PROTOCOL_QUAKE:
1834 case PROTOCOL_QUAKEDP:
1835 case PROTOCOL_NEHAHRAMOVIE:
1836 case PROTOCOL_NEHAHRABJP:
1837 case PROTOCOL_NEHAHRABJP2:
1838 case PROTOCOL_NEHAHRABJP3:
1840 MSG_WriteByte (&buf, clc_move);
1841 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1843 for (i = 0;i < 3;i++)
1844 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1846 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1847 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1848 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1850 MSG_WriteByte (&buf, cl.cmd.buttons);
1851 MSG_WriteByte (&buf, cl.cmd.impulse);
1853 case PROTOCOL_DARKPLACES2:
1854 case PROTOCOL_DARKPLACES3:
1856 MSG_WriteByte (&buf, clc_move);
1857 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1859 for (i = 0;i < 3;i++)
1860 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1862 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1863 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1864 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1866 MSG_WriteByte (&buf, cl.cmd.buttons);
1867 MSG_WriteByte (&buf, cl.cmd.impulse);
1869 case PROTOCOL_DARKPLACES1:
1870 case PROTOCOL_DARKPLACES4:
1871 case PROTOCOL_DARKPLACES5:
1873 MSG_WriteByte (&buf, clc_move);
1874 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1876 for (i = 0;i < 3;i++)
1877 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1879 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1880 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1881 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1883 MSG_WriteByte (&buf, cl.cmd.buttons);
1884 MSG_WriteByte (&buf, cl.cmd.impulse);
1885 case PROTOCOL_DARKPLACES6:
1886 case PROTOCOL_DARKPLACES7:
1887 // set the maxusercmds variable to limit how many should be sent
1888 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1889 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1890 if (!cl.cmd.predicted)
1893 // send the latest moves in order, the old ones will be
1894 // ignored by the server harmlessly, however if the previous
1895 // packets were lost these moves will be used
1897 // this reduces packet loss impact on gameplay.
1898 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1900 // don't repeat any stale moves
1901 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1904 MSG_WriteByte (&buf, clc_move);
1905 if (cls.protocol != PROTOCOL_DARKPLACES6)
1906 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1907 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1909 for (i = 0;i < 3;i++)
1910 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1912 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1913 MSG_WriteCoord16i (&buf, cmd->sidemove);
1914 MSG_WriteCoord16i (&buf, cmd->upmove);
1916 MSG_WriteLong (&buf, cmd->buttons);
1917 MSG_WriteByte (&buf, cmd->impulse);
1918 // PRYDON_CLIENTCURSOR
1920 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1921 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1922 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1923 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1924 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1925 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1926 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1927 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1928 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1931 case PROTOCOL_UNKNOWN:
1936 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1938 // ack entity frame numbers received since the last input was sent
1939 // (redundent to improve handling of client->server packet loss)
1940 // if cl_netrepeatinput is 1 and client framerate matches server
1941 // framerate, this is 10 bytes, if client framerate is lower this
1944 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1945 if (oldsequence < 1)
1947 for (i = 0;i < LATESTFRAMENUMS;i++)
1949 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1950 if (cl.latestsendnums[j] >= oldsequence)
1952 if (developer_networkentities.integer >= 10)
1953 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1954 MSG_WriteByte(&buf, clc_ackframe);
1955 MSG_WriteLong(&buf, cl.latestframenums[j]);
1960 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1961 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1963 // acknowledge any recently received data blocks
1964 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1966 MSG_WriteByte(&buf, clc_ackdownloaddata);
1967 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1968 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1969 cls.dp_downloadack[i].start = 0;
1970 cls.dp_downloadack[i].size = 0;
1973 // send the reliable message (forwarded commands) if there is one
1974 if (buf.cursize || cls.netcon->message.cursize)
1975 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1979 // update the cl.movecmd array which holds the most recent moves,
1980 // because we now need a new slot for the next input
1981 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1982 cl.movecmd[i] = cl.movecmd[i-1];
1983 cl.movecmd[0].msec = 0;
1984 cl.movecmd[0].frametime = 0;
1987 // clear button 'click' states
1988 in_attack.state &= ~2;
1989 in_jump.state &= ~2;
1990 in_button3.state &= ~2;
1991 in_button4.state &= ~2;
1992 in_button5.state &= ~2;
1993 in_button6.state &= ~2;
1994 in_button7.state &= ~2;
1995 in_button8.state &= ~2;
1997 in_button9.state &= ~2;
1998 in_button10.state &= ~2;
1999 in_button11.state &= ~2;
2000 in_button12.state &= ~2;
2001 in_button13.state &= ~2;
2002 in_button14.state &= ~2;
2003 in_button15.state &= ~2;
2004 in_button16.state &= ~2;
2008 if (cls.netcon->message.overflowed)
2010 Con_Print("CL_SendMove: lost server connection\n");
2012 Host_ShutdownServer();
2021 void CL_InitInput (void)
2023 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2024 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2025 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2026 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2027 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2028 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2029 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2030 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2031 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2032 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2033 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2034 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2035 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2036 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2037 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2038 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2039 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2040 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2041 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2042 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2043 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2044 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2045 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2046 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2047 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2048 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2049 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2050 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2051 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2052 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2053 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2054 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2055 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2057 // LordHavoc: added use button
2058 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2059 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2061 // LordHavoc: added 6 new buttons
2062 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2063 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2064 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2065 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2066 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2067 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2068 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2069 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2070 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2071 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2072 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2073 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2074 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2075 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2076 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2077 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2078 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2079 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2080 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2081 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2082 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2083 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2084 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2085 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2086 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2087 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2088 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2089 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2091 // LordHavoc: added bestweapon command
2092 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)");
2094 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");
2096 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2098 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2099 Cvar_RegisterVariable(&cl_movement);
2100 Cvar_RegisterVariable(&cl_movement_nettimeout);
2101 Cvar_RegisterVariable(&cl_movement_minping);
2102 Cvar_RegisterVariable(&cl_movement_track_canjump);
2103 Cvar_RegisterVariable(&cl_movement_maxspeed);
2104 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2105 Cvar_RegisterVariable(&cl_movement_stopspeed);
2106 Cvar_RegisterVariable(&cl_movement_friction);
2107 Cvar_RegisterVariable(&cl_movement_wallfriction);
2108 Cvar_RegisterVariable(&cl_movement_waterfriction);
2109 Cvar_RegisterVariable(&cl_movement_edgefriction);
2110 Cvar_RegisterVariable(&cl_movement_stepheight);
2111 Cvar_RegisterVariable(&cl_movement_accelerate);
2112 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2113 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2114 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2115 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2116 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2118 Cvar_RegisterVariable(&in_pitch_min);
2119 Cvar_RegisterVariable(&in_pitch_max);
2120 Cvar_RegisterVariable(&m_filter);
2121 Cvar_RegisterVariable(&m_accelerate);
2122 Cvar_RegisterVariable(&m_accelerate_minspeed);
2123 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2124 Cvar_RegisterVariable(&m_accelerate_filter);
2126 Cvar_RegisterVariable(&cl_netfps);
2127 Cvar_RegisterVariable(&cl_netrepeatinput);
2128 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2130 Cvar_RegisterVariable(&cl_nodelta);