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 if(forward == 0 && side == 0)
1084 return 0; // avoid division by zero
1085 angle -= RAD2DEG(atan2(side, forward));
1086 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1091 return 1 - fabs(angle);
1094 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1096 vec_t zspeed, speed, dot, k;
1099 // this doesn't play well with analog input
1100 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1104 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1109 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1111 zspeed = s->velocity[2];
1113 speed = VectorNormalizeLength(s->velocity);
1115 dot = DotProduct(s->velocity, wishdir);
1116 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1118 if(dot > 0) { // we can't change direction while slowing down
1119 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1120 VectorNormalize(s->velocity);
1123 VectorScale(s->velocity, speed, s->velocity);
1124 s->velocity[2] = zspeed;
1127 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)
1134 vec_t vel_xy_current;
1135 vec_t vel_xy_backward, vel_xy_forward;
1136 qboolean speedclamp;
1138 speedclamp = (accelqw < 0);
1142 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1143 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1145 vel_straight = DotProduct(s->velocity, wishdir);
1146 vel_z = s->velocity[2];
1147 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1148 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1150 step = accel * s->cmd.frametime * wishspeed0;
1152 vel_xy_current = VectorLength(vel_xy);
1153 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1154 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1155 if(vel_xy_backward < 0)
1156 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1158 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1160 if(sidefric < 0 && VectorLength2(vel_perpend))
1161 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1164 f = 1 - s->cmd.frametime * wishspeed * sidefric;
1165 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1167 VectorScale(vel_perpend, f, vel_perpend);
1171 VectorScale(vel_perpend, bound(fmin, f, 1.0f), vel_perpend);
1175 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1177 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1181 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1182 if(vel_xy_current > 0) // prevent division by zero
1184 VectorNormalize(s->velocity);
1185 VectorScale(s->velocity, vel_xy_current, s->velocity);
1189 s->velocity[2] += vel_z;
1192 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1194 vec3_t curvel, wishvel, acceldir, curdir;
1195 float addspeed, accelspeed, curspeed;
1198 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1199 float bunnyaccel = cl.movevars_warsowbunny_accel;
1200 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1201 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1202 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1207 VectorCopy( s->velocity, curvel );
1209 curspeed = VectorLength( curvel );
1211 if( wishspeed > curspeed * 1.01f )
1213 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1214 if( accelspeed < wishspeed )
1215 wishspeed = accelspeed;
1219 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1222 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1224 VectorScale( wishdir, wishspeed, wishvel );
1225 VectorSubtract( wishvel, curvel, acceldir );
1226 addspeed = VectorNormalizeLength( acceldir );
1228 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1229 if( accelspeed > addspeed )
1230 accelspeed = addspeed;
1232 if( backtosideratio < 1.0f )
1234 VectorNormalize2( curvel, curdir );
1235 dot = DotProduct( acceldir, curdir );
1237 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1240 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1243 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1258 // jump if on ground with jump button pressed but only if it has been
1259 // released at least once since the last jump
1262 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"
1264 s->velocity[2] += cl.movevars_jumpvelocity;
1265 s->onground = false;
1266 s->cmd.canjump = false;
1270 s->cmd.canjump = true;
1272 // calculate movement vector
1273 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1274 AngleVectors(yawangles, forward, right, up);
1275 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1277 // split wishvel into wishspeed and wishdir
1278 wishspeed = VectorLength(wishvel);
1280 VectorScale(wishvel, 1 / wishspeed, wishdir);
1282 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1283 // check if onground
1286 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1290 // apply edge friction
1291 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1294 friction = cl.movevars_friction;
1295 if (cl.movevars_edgefriction != 1)
1299 // note: QW uses the full player box for the trace, and yet still
1300 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1301 // this mimics it for compatibility
1302 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1303 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1304 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1305 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1307 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1308 if (trace.fraction == 1 && !trace.startsolid)
1309 friction *= cl.movevars_edgefriction;
1311 // apply ground friction
1312 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1314 VectorScale(s->velocity, f, s->velocity);
1316 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1319 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1320 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1322 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1323 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1325 if (VectorLength2(s->velocity))
1326 CL_ClientMovement_Move(s);
1330 if (s->waterjumptime <= 0)
1332 // apply air speed limit
1333 vec_t accel, wishspeed0, wishspeed2, accelqw;
1334 qboolean accelerating;
1336 accelqw = cl.movevars_airaccel_qw;
1337 wishspeed0 = wishspeed;
1338 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1341 accel = cl.movevars_airaccelerate;
1343 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1344 wishspeed2 = wishspeed;
1347 if(cl.movevars_airstopaccelerate != 0)
1348 if(DotProduct(s->velocity, wishdir) < 0)
1349 accel = cl.movevars_airstopaccelerate;
1350 // this doesn't play well with analog input, but can't really be
1351 // fixed like the AirControl can. So, don't set the maxairstrafe*
1352 // cvars when you want to support analog input.
1353 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1355 if(cl.movevars_maxairstrafespeed)
1357 if(wishspeed > cl.movevars_maxairstrafespeed)
1358 wishspeed = cl.movevars_maxairstrafespeed;
1359 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1361 // otherwise, CPMA-style air acceleration misbehaves a lot
1362 // if partially non-QW acceleration is used (as in, strafing
1363 // would get faster than moving forward straight)
1365 if(cl.movevars_airstrafeaccelerate)
1367 accel = cl.movevars_airstrafeaccelerate;
1368 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1370 // otherwise, CPMA-style air acceleration misbehaves a lot
1371 // if partially non-QW acceleration is used (as in, strafing
1372 // would get faster than moving forward straight)
1377 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1378 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1380 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1382 if(cl.movevars_aircontrol)
1383 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1385 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1386 CL_ClientMovement_Move(s);
1390 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1392 //Con_Printf(" %f", frametime);
1394 s->cmd.canjump = true;
1395 s->waterjumptime -= s->cmd.frametime;
1396 CL_ClientMovement_UpdateStatus(s);
1397 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1398 CL_ClientMovement_Physics_Swim(s);
1400 CL_ClientMovement_Physics_Walk(s);
1403 extern cvar_t slowmo;
1404 void CL_UpdateMoveVars(void)
1406 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1410 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1412 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1413 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1414 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1415 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1416 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1417 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1418 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1419 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1420 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1421 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1422 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1423 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1424 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1425 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1426 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1427 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1428 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1429 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1430 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1431 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1432 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1433 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1434 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1435 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1436 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1437 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1438 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1439 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1440 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1445 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1446 cl.movevars_timescale = slowmo.value;
1447 cl.movevars_gravity = sv_gravity.value;
1448 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1449 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1450 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1451 cl.movevars_accelerate = cl_movement_accelerate.value;
1452 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1453 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1454 cl.movevars_friction = cl_movement_friction.value;
1455 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1456 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1457 cl.movevars_entgravity = 1;
1458 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1459 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1460 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1461 cl.movevars_stepheight = cl_movement_stepheight.value;
1462 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1463 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1464 cl.movevars_airstopaccelerate = 0;
1465 cl.movevars_airstrafeaccelerate = 0;
1466 cl.movevars_maxairstrafespeed = 0;
1467 cl.movevars_aircontrol = 0;
1468 cl.movevars_warsowbunny_airforwardaccel = 0;
1469 cl.movevars_warsowbunny_accel = 0;
1470 cl.movevars_warsowbunny_topspeed = 0;
1471 cl.movevars_warsowbunny_turnaccel = 0;
1472 cl.movevars_warsowbunny_backtosideratio = 0;
1475 if(!(cl.moveflags & MOVEFLAG_VALID))
1477 if(gamemode == GAME_NEXUIZ)
1478 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1482 void CL_ClientMovement_Replay(void)
1485 double totalmovemsec;
1486 cl_clientmovement_state_t s;
1488 if (cl.movement_predicted && !cl.movement_replay)
1491 // set up starting state for the series of moves
1492 memset(&s, 0, sizeof(s));
1493 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1494 VectorCopy(cl.mvelocity[0], s.velocity);
1495 s.crouched = true; // will be updated on first move
1496 //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]);
1499 for (i = 0;i < CL_MAX_USERCMDS;i++)
1500 if (cl.movecmd[i].sequence > cls.servermovesequence)
1501 totalmovemsec += cl.movecmd[i].msec;
1502 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);
1503 //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);
1504 if (cl.movement_predicted)
1506 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1508 // replay the input queue to predict current location
1509 // note: this relies on the fact there's always one queue item at the end
1511 // find how many are still valid
1512 for (i = 0;i < CL_MAX_USERCMDS;i++)
1513 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1515 // now walk them in oldest to newest order
1516 for (i--;i >= 0;i--)
1518 s.cmd = cl.movecmd[i];
1519 if (i < CL_MAX_USERCMDS - 1)
1520 s.cmd.canjump = cl.movecmd[i+1].canjump;
1521 // if a move is more than 50ms, do it as two moves (matching qwsv)
1522 //Con_Printf("%i ", s.cmd.msec);
1523 if(s.cmd.frametime > 0.0005)
1525 if (s.cmd.frametime > 0.05)
1527 s.cmd.frametime /= 2;
1528 CL_ClientMovement_PlayerMove(&s);
1530 CL_ClientMovement_PlayerMove(&s);
1531 cl.movecmd[i].canjump = s.cmd.canjump;
1535 CL_ClientMovement_UpdateStatus(&s);
1539 // get the first movement queue entry to know whether to crouch and such
1540 s.cmd = cl.movecmd[0];
1543 if (cls.demoplayback) // for bob, speedometer
1544 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1547 cl.movement_replay = false;
1548 // update the interpolation target position and velocity
1549 VectorCopy(s.origin, cl.movement_origin);
1550 VectorCopy(s.velocity, cl.movement_velocity);
1553 // update the onground flag if appropriate
1554 if (cl.movement_predicted)
1556 // when predicted we simply set the flag according to the UpdateStatus
1557 cl.onground = s.onground;
1561 // when not predicted, cl.onground is cleared by cl_parse.c each time
1562 // an update packet is received, but can be forced on here to hide
1563 // server inconsistencies in the onground flag
1564 // (which mostly occur when stepping up stairs at very high framerates
1565 // where after the step up the move continues forward and not
1566 // downward so the ground is not detected)
1568 // such onground inconsistencies can cause jittery gun bobbing and
1569 // stair smoothing, so we set onground if UpdateStatus says so
1574 // react to onground state changes (for gun bob)
1577 if (!cl.oldonground)
1578 cl.hitgroundtime = cl.movecmd[0].time;
1579 cl.lastongroundtime = cl.movecmd[0].time;
1581 cl.oldonground = cl.onground;
1584 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1589 if (to->viewangles[0] != from->viewangles[0])
1590 bits |= QW_CM_ANGLE1;
1591 if (to->viewangles[1] != from->viewangles[1])
1592 bits |= QW_CM_ANGLE2;
1593 if (to->viewangles[2] != from->viewangles[2])
1594 bits |= QW_CM_ANGLE3;
1595 if (to->forwardmove != from->forwardmove)
1596 bits |= QW_CM_FORWARD;
1597 if (to->sidemove != from->sidemove)
1599 if (to->upmove != from->upmove)
1601 if (to->buttons != from->buttons)
1602 bits |= QW_CM_BUTTONS;
1603 if (to->impulse != from->impulse)
1604 bits |= QW_CM_IMPULSE;
1606 MSG_WriteByte(buf, bits);
1607 if (bits & QW_CM_ANGLE1)
1608 MSG_WriteAngle16i(buf, to->viewangles[0]);
1609 if (bits & QW_CM_ANGLE2)
1610 MSG_WriteAngle16i(buf, to->viewangles[1]);
1611 if (bits & QW_CM_ANGLE3)
1612 MSG_WriteAngle16i(buf, to->viewangles[2]);
1613 if (bits & QW_CM_FORWARD)
1614 MSG_WriteShort(buf, (short) to->forwardmove);
1615 if (bits & QW_CM_SIDE)
1616 MSG_WriteShort(buf, (short) to->sidemove);
1617 if (bits & QW_CM_UP)
1618 MSG_WriteShort(buf, (short) to->upmove);
1619 if (bits & QW_CM_BUTTONS)
1620 MSG_WriteByte(buf, to->buttons);
1621 if (bits & QW_CM_IMPULSE)
1622 MSG_WriteByte(buf, to->impulse);
1623 MSG_WriteByte(buf, to->msec);
1626 void CL_NewFrameReceived(int num)
1628 if (developer_networkentities.integer >= 10)
1629 Con_Printf("recv: svc_entities %i\n", num);
1630 cl.latestframenums[cl.latestframenumsposition] = num;
1631 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1632 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1640 usercmd_t nullcmd; // for delta compression of qw moves
1641 void CL_SendMove(void)
1643 int i, j, packetloss;
1649 unsigned char data[1024];
1655 // if playing a demo, do nothing
1659 // we don't que moves during a lag spike (potential network timeout)
1660 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1662 // we build up cl.cmd and then decide whether to send or not
1663 // we store this into cl.movecmd[0] for prediction each frame even if we
1664 // do not send, to make sure that prediction is instant
1665 cl.cmd.time = cl.time;
1666 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1669 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1671 if (in_attack.state & 3) bits |= 1;
1672 if (in_jump.state & 3) bits |= 2;
1673 if (in_button3.state & 3) bits |= 4;
1674 if (in_button4.state & 3) bits |= 8;
1675 if (in_button5.state & 3) bits |= 16;
1676 if (in_button6.state & 3) bits |= 32;
1677 if (in_button7.state & 3) bits |= 64;
1678 if (in_button8.state & 3) bits |= 128;
1679 if (in_use.state & 3) bits |= 256;
1680 if (key_dest != key_game || key_consoleactive) bits |= 512;
1681 if (cl_prydoncursor.integer) bits |= 1024;
1682 if (in_button9.state & 3) bits |= 2048;
1683 if (in_button10.state & 3) bits |= 4096;
1684 if (in_button11.state & 3) bits |= 8192;
1685 if (in_button12.state & 3) bits |= 16384;
1686 if (in_button13.state & 3) bits |= 32768;
1687 if (in_button14.state & 3) bits |= 65536;
1688 if (in_button15.state & 3) bits |= 131072;
1689 if (in_button16.state & 3) bits |= 262144;
1690 // button bits 19-31 unused currently
1691 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1692 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1693 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1694 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1695 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1697 // set buttons and impulse
1698 cl.cmd.buttons = bits;
1699 cl.cmd.impulse = in_impulse;
1702 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1704 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1705 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1706 // ridiculous value rejection (matches qw)
1707 if (cl.cmd.msec > 250)
1709 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1711 cl.cmd.predicted = cl_movement.integer != 0;
1713 // movement is set by input code (forwardmove/sidemove/upmove)
1714 // always dump the first two moves, because they may contain leftover inputs from the last level
1715 if (cl.cmd.sequence <= 2)
1716 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1718 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1720 switch (cls.protocol)
1722 case PROTOCOL_QUAKEWORLD:
1723 case PROTOCOL_QUAKE:
1724 case PROTOCOL_QUAKEDP:
1725 case PROTOCOL_NEHAHRAMOVIE:
1726 case PROTOCOL_NEHAHRABJP:
1727 case PROTOCOL_NEHAHRABJP2:
1728 case PROTOCOL_NEHAHRABJP3:
1729 case PROTOCOL_DARKPLACES1:
1730 case PROTOCOL_DARKPLACES2:
1731 case PROTOCOL_DARKPLACES3:
1732 case PROTOCOL_DARKPLACES4:
1733 case PROTOCOL_DARKPLACES5:
1735 case PROTOCOL_DARKPLACES6:
1736 case PROTOCOL_DARKPLACES7:
1737 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1738 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1740 case PROTOCOL_UNKNOWN:
1745 cl.movecmd[0] = cl.cmd;
1747 // don't predict more than 200fps
1748 if (realtime >= cl.lastpackettime + 0.005)
1749 cl.movement_replay = true; // redo the prediction
1751 // now decide whether to actually send this move
1752 // (otherwise it is only for prediction)
1754 // don't send too often or else network connections can get clogged by a
1755 // high renderer framerate
1756 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1757 if (cl.movevars_timescale && cl.movevars_ticrate)
1759 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1760 packettime = min(packettime, maxtic);
1763 // do not send 0ms packets because they mess up physics
1764 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1766 // always send if buttons changed or an impulse is pending
1767 // even if it violates the rate limit!
1768 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1769 // don't send too often (cl_netfps)
1770 if (!important && realtime < cl.lastpackettime + packettime)
1772 // don't choke the connection with packets (obey rate limit)
1773 // it is important that this check be last, because it adds a new
1774 // frame to the shownetgraph output and any cancelation after this
1775 // will produce a nasty spike-like look to the netgraph
1776 // we also still send if it is important
1777 if (!NetConn_CanSend(cls.netcon) && !important)
1779 // try to round off the lastpackettime to a multiple of the packet interval
1780 // (this causes it to emit packets at a steady beat)
1782 cl.lastpackettime = floor(realtime / packettime) * packettime;
1784 cl.lastpackettime = realtime;
1786 buf.maxsize = sizeof(data);
1790 // send the movement message
1791 // PROTOCOL_QUAKE clc_move = 16 bytes total
1792 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1793 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1794 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1795 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1796 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1797 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1798 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1799 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1800 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1801 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1803 // set prydon cursor info
1804 CL_UpdatePrydonCursor();
1806 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1808 switch (cls.protocol)
1810 case PROTOCOL_QUAKEWORLD:
1811 MSG_WriteByte(&buf, qw_clc_move);
1812 // save the position for a checksum byte
1813 checksumindex = buf.cursize;
1814 MSG_WriteByte(&buf, 0);
1815 // packet loss percentage
1816 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1817 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1819 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1820 MSG_WriteByte(&buf, packetloss);
1821 // write most recent 3 moves
1822 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1823 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1824 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1825 // calculate the checksum
1826 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1827 // if delta compression history overflows, request no delta
1828 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1829 cl.qw_validsequence = 0;
1830 // request delta compression if appropriate
1831 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1833 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1834 MSG_WriteByte(&buf, qw_clc_delta);
1835 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1838 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1840 case PROTOCOL_QUAKE:
1841 case PROTOCOL_QUAKEDP:
1842 case PROTOCOL_NEHAHRAMOVIE:
1843 case PROTOCOL_NEHAHRABJP:
1844 case PROTOCOL_NEHAHRABJP2:
1845 case PROTOCOL_NEHAHRABJP3:
1847 MSG_WriteByte (&buf, clc_move);
1848 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1850 for (i = 0;i < 3;i++)
1851 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1853 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1854 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1855 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1857 MSG_WriteByte (&buf, cl.cmd.buttons);
1858 MSG_WriteByte (&buf, cl.cmd.impulse);
1860 case PROTOCOL_DARKPLACES2:
1861 case PROTOCOL_DARKPLACES3:
1863 MSG_WriteByte (&buf, clc_move);
1864 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1866 for (i = 0;i < 3;i++)
1867 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1869 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1870 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1871 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1873 MSG_WriteByte (&buf, cl.cmd.buttons);
1874 MSG_WriteByte (&buf, cl.cmd.impulse);
1876 case PROTOCOL_DARKPLACES1:
1877 case PROTOCOL_DARKPLACES4:
1878 case PROTOCOL_DARKPLACES5:
1880 MSG_WriteByte (&buf, clc_move);
1881 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1883 for (i = 0;i < 3;i++)
1884 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1886 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1887 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1888 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1890 MSG_WriteByte (&buf, cl.cmd.buttons);
1891 MSG_WriteByte (&buf, cl.cmd.impulse);
1892 case PROTOCOL_DARKPLACES6:
1893 case PROTOCOL_DARKPLACES7:
1894 // set the maxusercmds variable to limit how many should be sent
1895 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1896 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1897 if (!cl.cmd.predicted)
1900 // send the latest moves in order, the old ones will be
1901 // ignored by the server harmlessly, however if the previous
1902 // packets were lost these moves will be used
1904 // this reduces packet loss impact on gameplay.
1905 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1907 // don't repeat any stale moves
1908 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1911 MSG_WriteByte (&buf, clc_move);
1912 if (cls.protocol != PROTOCOL_DARKPLACES6)
1913 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1914 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1916 for (i = 0;i < 3;i++)
1917 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1919 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1920 MSG_WriteCoord16i (&buf, cmd->sidemove);
1921 MSG_WriteCoord16i (&buf, cmd->upmove);
1923 MSG_WriteLong (&buf, cmd->buttons);
1924 MSG_WriteByte (&buf, cmd->impulse);
1925 // PRYDON_CLIENTCURSOR
1927 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1928 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1929 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1930 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1931 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1932 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1933 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1934 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1935 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1938 case PROTOCOL_UNKNOWN:
1943 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1945 // ack entity frame numbers received since the last input was sent
1946 // (redundent to improve handling of client->server packet loss)
1947 // if cl_netrepeatinput is 1 and client framerate matches server
1948 // framerate, this is 10 bytes, if client framerate is lower this
1951 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1952 if (oldsequence < 1)
1954 for (i = 0;i < LATESTFRAMENUMS;i++)
1956 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1957 if (cl.latestsendnums[j] >= oldsequence)
1959 if (developer_networkentities.integer >= 10)
1960 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1961 MSG_WriteByte(&buf, clc_ackframe);
1962 MSG_WriteLong(&buf, cl.latestframenums[j]);
1967 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1968 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1970 // acknowledge any recently received data blocks
1971 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1973 MSG_WriteByte(&buf, clc_ackdownloaddata);
1974 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1975 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1976 cls.dp_downloadack[i].start = 0;
1977 cls.dp_downloadack[i].size = 0;
1980 // send the reliable message (forwarded commands) if there is one
1981 if (buf.cursize || cls.netcon->message.cursize)
1982 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1986 // update the cl.movecmd array which holds the most recent moves,
1987 // because we now need a new slot for the next input
1988 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1989 cl.movecmd[i] = cl.movecmd[i-1];
1990 cl.movecmd[0].msec = 0;
1991 cl.movecmd[0].frametime = 0;
1994 // clear button 'click' states
1995 in_attack.state &= ~2;
1996 in_jump.state &= ~2;
1997 in_button3.state &= ~2;
1998 in_button4.state &= ~2;
1999 in_button5.state &= ~2;
2000 in_button6.state &= ~2;
2001 in_button7.state &= ~2;
2002 in_button8.state &= ~2;
2004 in_button9.state &= ~2;
2005 in_button10.state &= ~2;
2006 in_button11.state &= ~2;
2007 in_button12.state &= ~2;
2008 in_button13.state &= ~2;
2009 in_button14.state &= ~2;
2010 in_button15.state &= ~2;
2011 in_button16.state &= ~2;
2015 if (cls.netcon->message.overflowed)
2017 Con_Print("CL_SendMove: lost server connection\n");
2019 Host_ShutdownServer();
2028 void CL_InitInput (void)
2030 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2031 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2032 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2033 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2034 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2035 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2036 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2037 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2038 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2039 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2040 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2041 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2042 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2043 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2044 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2045 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2046 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2047 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2048 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2049 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2050 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2051 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2052 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2053 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2054 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2055 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2056 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2057 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2058 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2059 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2060 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2061 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2062 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2064 // LordHavoc: added use button
2065 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2066 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2068 // LordHavoc: added 6 new buttons
2069 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2070 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2071 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2072 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2073 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2074 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2075 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2076 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2077 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2078 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2079 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2080 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2081 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2082 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2083 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2084 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2085 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2086 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2087 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2088 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2089 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2090 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2091 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2092 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2093 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2094 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2095 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2096 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2098 // LordHavoc: added bestweapon command
2099 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)");
2101 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");
2103 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2105 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2106 Cvar_RegisterVariable(&cl_movement);
2107 Cvar_RegisterVariable(&cl_movement_nettimeout);
2108 Cvar_RegisterVariable(&cl_movement_minping);
2109 Cvar_RegisterVariable(&cl_movement_track_canjump);
2110 Cvar_RegisterVariable(&cl_movement_maxspeed);
2111 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2112 Cvar_RegisterVariable(&cl_movement_stopspeed);
2113 Cvar_RegisterVariable(&cl_movement_friction);
2114 Cvar_RegisterVariable(&cl_movement_wallfriction);
2115 Cvar_RegisterVariable(&cl_movement_waterfriction);
2116 Cvar_RegisterVariable(&cl_movement_edgefriction);
2117 Cvar_RegisterVariable(&cl_movement_stepheight);
2118 Cvar_RegisterVariable(&cl_movement_accelerate);
2119 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2120 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2121 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2122 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2123 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2125 Cvar_RegisterVariable(&in_pitch_min);
2126 Cvar_RegisterVariable(&in_pitch_max);
2127 Cvar_RegisterVariable(&m_filter);
2128 Cvar_RegisterVariable(&m_accelerate);
2129 Cvar_RegisterVariable(&m_accelerate_minspeed);
2130 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2131 Cvar_RegisterVariable(&m_accelerate_filter);
2133 Cvar_RegisterVariable(&cl_netfps);
2134 Cvar_RegisterVariable(&cl_netrepeatinput);
2135 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2137 Cvar_RegisterVariable(&cl_nodelta);