2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
28 ===============================================================================
32 Continuous button event tracking is complicated by the fact that two different
33 input sources (say, mouse button 1 and the control key) can both press the
34 same button, but the button should only be released when both of the
35 pressing key have been released.
37 When a key event issues a button command (+forward, +attack, etc), it appends
38 its key number as a parameter to the command so it can be matched up with
41 state bit 0 is the current state of the key
42 state bit 1 is edge triggered on the up to down transition
43 state bit 2 is edge triggered on the down to up transition
45 ===============================================================================
49 kbutton_t in_mlook, in_klook;
50 kbutton_t in_left, in_right, in_forward, in_back;
51 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
52 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
53 kbutton_t in_up, in_down;
54 // LordHavoc: added 6 new buttons
55 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
60 void KeyDown (kbutton_t *b)
69 k = -1; // typed manually at the console for continuous down
71 if (k == b->down[0] || k == b->down[1])
72 return; // repeating key
80 Con_Print("Three keys down for a button!\n");
86 b->state |= 1 + 2; // down + impulse down
89 void KeyUp (kbutton_t *b)
98 { // typed manually at the console, assume for unsticking, so clear all
99 b->down[0] = b->down[1] = 0;
100 b->state = 4; // impulse up
106 else if (b->down[1] == k)
109 return; // key up without coresponding down (menu pass through)
110 if (b->down[0] || b->down[1])
111 return; // some other key is still holding it down
114 return; // still up (this should not happen)
115 b->state &= ~1; // now up
116 b->state |= 4; // impulse up
119 void IN_KLookDown (void) {KeyDown(&in_klook);}
120 void IN_KLookUp (void) {KeyUp(&in_klook);}
121 void IN_MLookDown (void) {KeyDown(&in_mlook);}
122 void IN_MLookUp (void)
125 if ( !(in_mlook.state&1) && lookspring.value)
128 void IN_UpDown(void) {KeyDown(&in_up);}
129 void IN_UpUp(void) {KeyUp(&in_up);}
130 void IN_DownDown(void) {KeyDown(&in_down);}
131 void IN_DownUp(void) {KeyUp(&in_down);}
132 void IN_LeftDown(void) {KeyDown(&in_left);}
133 void IN_LeftUp(void) {KeyUp(&in_left);}
134 void IN_RightDown(void) {KeyDown(&in_right);}
135 void IN_RightUp(void) {KeyUp(&in_right);}
136 void IN_ForwardDown(void) {KeyDown(&in_forward);}
137 void IN_ForwardUp(void) {KeyUp(&in_forward);}
138 void IN_BackDown(void) {KeyDown(&in_back);}
139 void IN_BackUp(void) {KeyUp(&in_back);}
140 void IN_LookupDown(void) {KeyDown(&in_lookup);}
141 void IN_LookupUp(void) {KeyUp(&in_lookup);}
142 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
143 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
144 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
145 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
146 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
147 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
149 void IN_SpeedDown(void) {KeyDown(&in_speed);}
150 void IN_SpeedUp(void) {KeyUp(&in_speed);}
151 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
152 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
154 void IN_AttackDown(void) {KeyDown(&in_attack);}
155 void IN_AttackUp(void) {KeyUp(&in_attack);}
157 void IN_UseDown(void) {KeyDown(&in_use);}
158 void IN_UseUp(void) {KeyUp(&in_use);}
160 // LordHavoc: added 6 new buttons
161 void IN_Button3Down(void) {KeyDown(&in_button3);}
162 void IN_Button3Up(void) {KeyUp(&in_button3);}
163 void IN_Button4Down(void) {KeyDown(&in_button4);}
164 void IN_Button4Up(void) {KeyUp(&in_button4);}
165 void IN_Button5Down(void) {KeyDown(&in_button5);}
166 void IN_Button5Up(void) {KeyUp(&in_button5);}
167 void IN_Button6Down(void) {KeyDown(&in_button6);}
168 void IN_Button6Up(void) {KeyUp(&in_button6);}
169 void IN_Button7Down(void) {KeyDown(&in_button7);}
170 void IN_Button7Up(void) {KeyUp(&in_button7);}
171 void IN_Button8Down(void) {KeyDown(&in_button8);}
172 void IN_Button8Up(void) {KeyUp(&in_button8);}
174 void IN_JumpDown (void) {KeyDown(&in_jump);}
175 void IN_JumpUp (void) {KeyUp(&in_jump);}
177 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
183 Returns 0.25 if a key was pressed and released during the frame,
184 0.5 if it was pressed and held
185 0 if held then released, and
186 1.0 if held for the entire time
189 float CL_KeyState (kbutton_t *key)
192 qboolean impulsedown, impulseup, down;
194 impulsedown = key->state & 2;
195 impulseup = key->state & 4;
196 down = key->state & 1;
199 if (impulsedown && !impulseup)
202 val = 0.5; // pressed and held this frame
204 val = 0; // I_Error ();
206 if (impulseup && !impulsedown)
209 val = 0; // I_Error ();
211 val = 0; // released this frame
213 if (!impulsedown && !impulseup)
216 val = 1.0; // held the entire frame
218 val = 0; // up the entire frame
220 if (impulsedown && impulseup)
223 val = 0.75; // released and re-pressed this frame
225 val = 0.25; // pressed and released this frame
228 key->state &= 1; // clear impulses
236 //==========================================================================
238 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
239 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
240 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
241 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
243 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
245 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
246 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
248 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
250 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
251 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
252 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
253 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
254 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
255 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
256 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
257 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
258 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
259 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
260 cvar_t cl_gravity = {0, "cl_gravity", "800"};
261 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
263 cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
264 cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
266 cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
273 Moves the local angle positions
276 void CL_AdjustAngles (void)
281 if (in_speed.state & 1)
282 speed = host_realframetime * cl_anglespeedkey.value;
284 speed = host_realframetime;
286 if (!(in_strafe.state & 1))
288 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
289 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
291 if (in_klook.state & 1)
294 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
295 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
298 up = CL_KeyState (&in_lookup);
299 down = CL_KeyState(&in_lookdown);
301 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
302 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
307 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
308 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
309 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
310 if (cl.viewangles[YAW] >= 180)
311 cl.viewangles[YAW] -= 360;
312 if (cl.viewangles[PITCH] >= 180)
313 cl.viewangles[PITCH] -= 360;
314 if (cl.viewangles[ROLL] >= 180)
315 cl.viewangles[ROLL] -= 360;
317 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
318 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
321 qboolean cl_ignoremousemove = false;
327 Send the intended movement message to the server
334 static float old_mouse_x = 0, old_mouse_y = 0;
336 // clamp before the move to prevent starting with bad angles
339 // get basic movement from keyboard
340 // PRYDON_CLIENTCURSOR needs to survive basemove resets
341 VectorCopy (cl.cmd.cursor_screen, temp);
342 memset (&cl.cmd, 0, sizeof(cl.cmd));
343 VectorCopy (temp, cl.cmd.cursor_screen);
345 if (in_strafe.state & 1)
347 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
348 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
351 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
352 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
354 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
355 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
357 if (! (in_klook.state & 1) )
359 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
360 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
363 // adjust for speed key
364 if (in_speed.state & 1)
366 cl.cmd.forwardmove *= cl_movespeedkey.value;
367 cl.cmd.sidemove *= cl_movespeedkey.value;
368 cl.cmd.upmove *= cl_movespeedkey.value;
374 // allow mice or other external controllers to add to the move
377 // ignore a mouse move if mouse was activated/deactivated this frame
378 if (cl_ignoremousemove)
380 cl_ignoremousemove = false;
385 // apply m_filter if it is on
388 if (m_filter.integer)
390 in_mouse_x = (mx + old_mouse_x) * 0.5;
391 in_mouse_y = (my + old_mouse_y) * 0.5;
396 // if not in menu, apply mouse move to viewangles/movement
399 if (cl_prydoncursor.integer)
401 // mouse interacting with the scene, mostly stationary view
403 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
404 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
406 else if (in_strafe.state & 1)
408 // strafing mode, all looking is movement
410 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
411 if (noclip_anglehack)
412 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
414 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
416 else if ((in_mlook.state & 1) || freelook.integer)
418 // mouselook, lookstrafe causes turning to become strafing
420 if (lookstrafe.integer)
421 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
423 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
424 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
428 // non-mouselook, yaw turning and forward/back movement
429 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
430 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
434 // clamp after the move to prevent rendering with bad angles
438 #include "cl_collision.h"
440 extern void V_CalcRefdef(void);
441 void CL_UpdatePrydonCursor(void)
445 if (!cl_prydoncursor.integer)
446 VectorClear(cl.cmd.cursor_screen);
449 if (cl.cmd.cursor_screen[0] < -1)
451 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
452 cl.cmd.cursor_screen[0] = -1;
454 if (cl.cmd.cursor_screen[0] > 1)
456 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
457 cl.cmd.cursor_screen[0] = 1;
459 if (cl.cmd.cursor_screen[1] < -1)
461 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
462 cl.cmd.cursor_screen[1] = -1;
464 if (cl.cmd.cursor_screen[1] > 1)
466 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
467 cl.cmd.cursor_screen[1] = 1;
470 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
471 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
472 cl.cmd.cursor_screen[2] = 1;
474 scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
475 scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
479 VectorScale(scale, 1000000, scale);
481 // calculate current view matrix
484 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
485 VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
486 Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
487 // trace from view origin to the cursor
488 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);
489 // makes sparks where cursor is
490 //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
493 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
497 // remove stale queue items
498 n = cl.movement_numqueue;
499 cl.movement_numqueue = 0;
500 if (cl.servermovesequence)
502 for (i = 0;i < n;i++)
503 if (cl.movement_queue[i].sequence > cl.servermovesequence)
504 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
508 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
509 for (i = 0;i < n;i++)
510 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
511 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
513 // add to input queue if there is room
514 if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
516 // add to input queue
517 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
518 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
519 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
520 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
521 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
522 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
523 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
524 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
525 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
526 cl.movement_numqueue++;
528 cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
529 // clear queue if client movement is disabled
531 cl.movement_numqueue = 0;
532 cl.movement_replay = true;
535 void CL_ClientMovement_Replay(void)
551 vec3_t currentorigin;
552 vec3_t currentvelocity;
559 vec3_t currentorigin2;
565 if (!cl.movement_replay)
567 cl.movement_replay = false;
569 // fetch current starting values
570 VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
571 VectorCopy(cl.mvelocity[0], currentvelocity);
572 // FIXME: try minor nudges in various directions if startsolid to find a
573 // safe place to start the walk (due to network compression in some
574 // protocols this starts in solid)
575 //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
576 crouch = false; // this will be updated on first move
579 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
580 VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
581 trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
582 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
583 //Con_Printf("%f: ", cl.mtime[0]);
585 // replay the input queue to predict current location
586 // note: this relies on the fact there's always one queue item at the end
588 for (i = 0;i < cl.movement_numqueue;i++)
590 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
591 frametime = q->frametime;
592 //Con_Printf(" %f", frametime);
597 // wants to crouch, this always works...
603 // wants to stand, if currently crouching we need to check for a
607 trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
608 if (!trace.startsolid)
614 playermins = cl_playercrouchmins;
615 playermaxs = cl_playercrouchmaxs;
619 playermins = cl_playerstandmins;
620 playermaxs = cl_playerstandmaxs;
622 // change velocity according to q->viewangles and q->move
623 contents = CL_PointSuperContents(currentorigin);
624 if (contents & SUPERCONTENTS_LIQUIDSMASK)
627 AngleVectors(q->viewangles, forward, right, up);
628 VectorSet(up, 0, 0, 1);
629 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
630 wishspeed = VectorLength(wishvel);
632 VectorScale(wishvel, 1 / wishspeed, wishdir);
634 VectorSet( wishdir, 0.0, 0.0, 0.0 );
635 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
639 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
640 f = wishspeed - DotProduct(currentvelocity, wishdir);
643 f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
644 VectorMA(currentvelocity, f, wishdir, currentvelocity);
648 if (contents & SUPERCONTENTS_LAVA)
649 currentvelocity[2] = 50;
650 else if (contents & SUPERCONTENTS_SLIME)
651 currentvelocity[2] = 80;
654 if (gamemode == GAME_NEXUIZ)
655 currentvelocity[2] = 200;
657 currentvelocity[2] = 100;
664 if (onground && q->jump)
666 currentvelocity[2] += cl_movement_jumpvelocity.value;
669 VectorSet(yawangles, 0, q->viewangles[1], 0);
670 AngleVectors(yawangles, forward, right, up);
671 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
672 wishspeed = VectorLength(wishvel);
674 VectorScale(wishvel, 1 / wishspeed, wishdir);
676 VectorSet( wishdir, 0.0, 0.0, 0.0 );
677 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
683 // apply ground friction
684 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
688 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
689 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
690 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
691 if (trace.fraction == 1)
692 edgefriction = cl_movement_edgefriction.value;
695 f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
697 VectorScale(currentvelocity, f, currentvelocity);
701 // apply air speed limit
702 wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
704 if (gamemode == GAME_NEXUIZ)
705 addspeed = wishspeed;
707 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
710 accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
711 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
713 currentvelocity[2] -= cl_gravity.value * frametime;
716 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
720 playermins = cl_playercrouchmins;
721 playermaxs = cl_playercrouchmaxs;
725 playermins = cl_playerstandmins;
726 playermaxs = cl_playerstandmaxs;
729 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
731 VectorMA(currentorigin, t, currentvelocity, neworigin);
732 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
733 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
735 // may be a step or wall, try stepping up
736 // first move forward at a higher level
737 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
738 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
739 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
740 // then move down from there
741 VectorCopy(trace2.endpos, currentorigin2);
742 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
743 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
744 //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]);
745 // accept the new trace if it made some progress
746 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
749 VectorCopy(trace3.endpos, trace.endpos);
752 if (trace.fraction == 1)
754 VectorCopy(trace.endpos, currentorigin);
757 if (trace.plane.normal[2] > 0.7)
759 t *= 1 - trace.fraction;
760 if (trace.fraction >= 0.001)
761 VectorCopy(trace.endpos, currentorigin);
762 f = DotProduct(currentvelocity, trace.plane.normal);
763 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
767 // store replay location
768 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
769 VectorCopy(currentorigin, cl.movement_origin);
770 VectorCopy(currentvelocity, cl.movement_velocity);
771 //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
772 //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
780 void CL_SendMove(void)
785 unsigned char data[128];
786 #define MOVEAVERAGING 0
788 static float forwardmove, sidemove, upmove, total; // accumulation
790 float forwardmove, sidemove, upmove;
794 // accumulate changes between messages
795 forwardmove += cl.cmd.forwardmove;
796 sidemove += cl.cmd.sidemove;
797 upmove += cl.cmd.upmove;
800 if (cls.signon != SIGNONS)
803 // average the accumulated changes
804 total = 1.0f / total;
805 forwardmove *= total;
810 // use the latest values
811 forwardmove = cl.cmd.forwardmove;
812 sidemove = cl.cmd.sidemove;
813 upmove = cl.cmd.upmove;
816 CL_UpdatePrydonCursor();
823 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
825 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
826 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
827 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
828 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
829 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
830 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
831 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
832 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
833 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
834 if (key_dest != key_game || key_consoleactive) bits |= 512;
835 if (cl_prydoncursor.integer) bits |= 1024;
836 // button bits 11-31 unused currently
837 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
838 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
839 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
840 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
841 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
843 // always dump the first two messages, because they may contain leftover inputs from the last level
844 if (++cl.movemessages >= 2)
846 // send the movement message
847 // PROTOCOL_QUAKE clc_move = 16 bytes total
848 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
849 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
850 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
851 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
852 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
853 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
854 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
855 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
856 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total
857 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
860 MSG_WriteByte (&buf, clc_move);
861 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
863 for (i = 0;i < 3;i++)
864 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
866 MSG_WriteCoord16i (&buf, forwardmove);
867 MSG_WriteCoord16i (&buf, sidemove);
868 MSG_WriteCoord16i (&buf, upmove);
870 MSG_WriteByte (&buf, bits);
871 MSG_WriteByte (&buf, in_impulse);
873 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
876 MSG_WriteByte (&buf, clc_move);
877 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
879 for (i = 0;i < 3;i++)
880 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
882 MSG_WriteCoord16i (&buf, forwardmove);
883 MSG_WriteCoord16i (&buf, sidemove);
884 MSG_WriteCoord16i (&buf, upmove);
886 MSG_WriteByte (&buf, bits);
887 MSG_WriteByte (&buf, in_impulse);
889 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
892 MSG_WriteByte (&buf, clc_move);
893 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
895 for (i = 0;i < 3;i++)
896 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
898 MSG_WriteCoord16i (&buf, forwardmove);
899 MSG_WriteCoord16i (&buf, sidemove);
900 MSG_WriteCoord16i (&buf, upmove);
902 MSG_WriteByte (&buf, bits);
903 MSG_WriteByte (&buf, in_impulse);
908 MSG_WriteByte (&buf, clc_move);
909 if (cl.protocol != PROTOCOL_DARKPLACES6)
911 if (cl_movement.integer)
914 MSG_WriteLong (&buf, cl.movesequence);
917 MSG_WriteLong (&buf, 0);
919 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
921 for (i = 0;i < 3;i++)
922 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
924 MSG_WriteCoord16i (&buf, forwardmove);
925 MSG_WriteCoord16i (&buf, sidemove);
926 MSG_WriteCoord16i (&buf, upmove);
928 MSG_WriteLong (&buf, bits);
929 MSG_WriteByte (&buf, in_impulse);
930 // PRYDON_CLIENTCURSOR
932 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
933 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
934 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
935 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
936 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
937 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
938 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
939 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
940 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
945 forwardmove = sidemove = upmove = 0;
949 // ack the last few frame numbers
950 // (redundent to improve handling of client->server packet loss)
951 // for LATESTFRAMENUMS == 3 case this is 15 bytes
952 for (i = 0;i < LATESTFRAMENUMS;i++)
954 if (cl.latestframenums[i] > 0)
956 if (developer_networkentities.integer >= 1)
957 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
958 MSG_WriteByte(&buf, clc_ackframe);
959 MSG_WriteLong(&buf, cl.latestframenums[i]);
963 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
964 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
966 // deliver the message
967 if (cls.demoplayback)
973 // FIXME: bits & 16 is +button5, Nexuiz specific
974 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
976 if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
978 Con_Print("CL_SendMove: lost server connection\n");
980 Host_ShutdownServer(false);
989 void CL_InitInput (void)
991 Cmd_AddCommand ("+moveup",IN_UpDown);
992 Cmd_AddCommand ("-moveup",IN_UpUp);
993 Cmd_AddCommand ("+movedown",IN_DownDown);
994 Cmd_AddCommand ("-movedown",IN_DownUp);
995 Cmd_AddCommand ("+left",IN_LeftDown);
996 Cmd_AddCommand ("-left",IN_LeftUp);
997 Cmd_AddCommand ("+right",IN_RightDown);
998 Cmd_AddCommand ("-right",IN_RightUp);
999 Cmd_AddCommand ("+forward",IN_ForwardDown);
1000 Cmd_AddCommand ("-forward",IN_ForwardUp);
1001 Cmd_AddCommand ("+back",IN_BackDown);
1002 Cmd_AddCommand ("-back",IN_BackUp);
1003 Cmd_AddCommand ("+lookup", IN_LookupDown);
1004 Cmd_AddCommand ("-lookup", IN_LookupUp);
1005 Cmd_AddCommand ("+lookdown", IN_LookdownDown);
1006 Cmd_AddCommand ("-lookdown", IN_LookdownUp);
1007 Cmd_AddCommand ("+strafe", IN_StrafeDown);
1008 Cmd_AddCommand ("-strafe", IN_StrafeUp);
1009 Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
1010 Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
1011 Cmd_AddCommand ("+moveright", IN_MoverightDown);
1012 Cmd_AddCommand ("-moveright", IN_MoverightUp);
1013 Cmd_AddCommand ("+speed", IN_SpeedDown);
1014 Cmd_AddCommand ("-speed", IN_SpeedUp);
1015 Cmd_AddCommand ("+attack", IN_AttackDown);
1016 Cmd_AddCommand ("-attack", IN_AttackUp);
1017 Cmd_AddCommand ("+jump", IN_JumpDown);
1018 Cmd_AddCommand ("-jump", IN_JumpUp);
1019 Cmd_AddCommand ("impulse", IN_Impulse);
1020 Cmd_AddCommand ("+klook", IN_KLookDown);
1021 Cmd_AddCommand ("-klook", IN_KLookUp);
1022 Cmd_AddCommand ("+mlook", IN_MLookDown);
1023 Cmd_AddCommand ("-mlook", IN_MLookUp);
1025 // LordHavoc: added use button
1026 Cmd_AddCommand ("+use", IN_UseDown);
1027 Cmd_AddCommand ("-use", IN_UseUp);
1029 // LordHavoc: added 6 new buttons
1030 Cmd_AddCommand ("+button3", IN_Button3Down);
1031 Cmd_AddCommand ("-button3", IN_Button3Up);
1032 Cmd_AddCommand ("+button4", IN_Button4Down);
1033 Cmd_AddCommand ("-button4", IN_Button4Up);
1034 Cmd_AddCommand ("+button5", IN_Button5Down);
1035 Cmd_AddCommand ("-button5", IN_Button5Up);
1036 Cmd_AddCommand ("+button6", IN_Button6Down);
1037 Cmd_AddCommand ("-button6", IN_Button6Up);
1038 Cmd_AddCommand ("+button7", IN_Button7Down);
1039 Cmd_AddCommand ("-button7", IN_Button7Up);
1040 Cmd_AddCommand ("+button8", IN_Button8Down);
1041 Cmd_AddCommand ("-button8", IN_Button8Up);
1043 Cvar_RegisterVariable(&cl_movement);
1044 Cvar_RegisterVariable(&cl_movement_latency);
1045 Cvar_RegisterVariable(&cl_movement_maxspeed);
1046 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1047 Cvar_RegisterVariable(&cl_movement_stopspeed);
1048 Cvar_RegisterVariable(&cl_movement_friction);
1049 Cvar_RegisterVariable(&cl_movement_edgefriction);
1050 Cvar_RegisterVariable(&cl_movement_stepheight);
1051 Cvar_RegisterVariable(&cl_movement_accelerate);
1052 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1053 Cvar_RegisterVariable(&cl_gravity);
1054 Cvar_RegisterVariable(&cl_slowmo);
1056 Cvar_RegisterVariable(&in_pitch_min);
1057 Cvar_RegisterVariable(&in_pitch_max);
1058 Cvar_RegisterVariable(&m_filter);