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split CL_ClientMovement into CL_ClientMovement_Input (called each input packet) and...
[xonotic/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26
27 /*
28 ===============================================================================
29
30 KEY BUTTONS
31
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.
36
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
39 the release.
40
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
44
45 ===============================================================================
46 */
47
48
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;
56
57 int                     in_impulse;
58
59 extern cvar_t sys_ticrate;
60
61
62 void KeyDown (kbutton_t *b)
63 {
64         int k;
65         const char *c;
66
67         c = Cmd_Argv(1);
68         if (c[0])
69                 k = atoi(c);
70         else
71                 k = -1;         // typed manually at the console for continuous down
72
73         if (k == b->down[0] || k == b->down[1])
74                 return;         // repeating key
75
76         if (!b->down[0])
77                 b->down[0] = k;
78         else if (!b->down[1])
79                 b->down[1] = k;
80         else
81         {
82                 Con_Print("Three keys down for a button!\n");
83                 return;
84         }
85
86         if (b->state & 1)
87                 return;         // still down
88         b->state |= 1 + 2;      // down + impulse down
89 }
90
91 void KeyUp (kbutton_t *b)
92 {
93         int k;
94         const char *c;
95
96         c = Cmd_Argv(1);
97         if (c[0])
98                 k = atoi(c);
99         else
100         { // typed manually at the console, assume for unsticking, so clear all
101                 b->down[0] = b->down[1] = 0;
102                 b->state = 4;   // impulse up
103                 return;
104         }
105
106         if (b->down[0] == k)
107                 b->down[0] = 0;
108         else if (b->down[1] == k)
109                 b->down[1] = 0;
110         else
111                 return;         // key up without coresponding down (menu pass through)
112         if (b->down[0] || b->down[1])
113                 return;         // some other key is still holding it down
114
115         if (!(b->state & 1))
116                 return;         // still up (this should not happen)
117         b->state &= ~1;         // now up
118         b->state |= 4;          // impulse up
119 }
120
121 void IN_KLookDown (void) {KeyDown(&in_klook);}
122 void IN_KLookUp (void) {KeyUp(&in_klook);}
123 void IN_MLookDown (void) {KeyDown(&in_mlook);}
124 void IN_MLookUp (void)
125 {
126         KeyUp(&in_mlook);
127         if ( !(in_mlook.state&1) && lookspring.value)
128                 V_StartPitchDrift();
129 }
130 void IN_UpDown(void) {KeyDown(&in_up);}
131 void IN_UpUp(void) {KeyUp(&in_up);}
132 void IN_DownDown(void) {KeyDown(&in_down);}
133 void IN_DownUp(void) {KeyUp(&in_down);}
134 void IN_LeftDown(void) {KeyDown(&in_left);}
135 void IN_LeftUp(void) {KeyUp(&in_left);}
136 void IN_RightDown(void) {KeyDown(&in_right);}
137 void IN_RightUp(void) {KeyUp(&in_right);}
138 void IN_ForwardDown(void) {KeyDown(&in_forward);}
139 void IN_ForwardUp(void) {KeyUp(&in_forward);}
140 void IN_BackDown(void) {KeyDown(&in_back);}
141 void IN_BackUp(void) {KeyUp(&in_back);}
142 void IN_LookupDown(void) {KeyDown(&in_lookup);}
143 void IN_LookupUp(void) {KeyUp(&in_lookup);}
144 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
145 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
146 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
147 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
148 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
149 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
150
151 void IN_SpeedDown(void) {KeyDown(&in_speed);}
152 void IN_SpeedUp(void) {KeyUp(&in_speed);}
153 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
154 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
155
156 void IN_AttackDown(void) {KeyDown(&in_attack);}
157 void IN_AttackUp(void) {KeyUp(&in_attack);}
158
159 void IN_UseDown(void) {KeyDown(&in_use);}
160 void IN_UseUp(void) {KeyUp(&in_use);}
161
162 // LordHavoc: added 6 new buttons
163 void IN_Button3Down(void) {KeyDown(&in_button3);}
164 void IN_Button3Up(void) {KeyUp(&in_button3);}
165 void IN_Button4Down(void) {KeyDown(&in_button4);}
166 void IN_Button4Up(void) {KeyUp(&in_button4);}
167 void IN_Button5Down(void) {KeyDown(&in_button5);}
168 void IN_Button5Up(void) {KeyUp(&in_button5);}
169 void IN_Button6Down(void) {KeyDown(&in_button6);}
170 void IN_Button6Up(void) {KeyUp(&in_button6);}
171 void IN_Button7Down(void) {KeyDown(&in_button7);}
172 void IN_Button7Up(void) {KeyUp(&in_button7);}
173 void IN_Button8Down(void) {KeyDown(&in_button8);}
174 void IN_Button8Up(void) {KeyUp(&in_button8);}
175
176 void IN_JumpDown (void) {KeyDown(&in_jump);}
177 void IN_JumpUp (void) {KeyUp(&in_jump);}
178
179 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
180
181 /*
182 ===============
183 CL_KeyState
184
185 Returns 0.25 if a key was pressed and released during the frame,
186 0.5 if it was pressed and held
187 0 if held then released, and
188 1.0 if held for the entire time
189 ===============
190 */
191 float CL_KeyState (kbutton_t *key)
192 {
193         float           val;
194         qboolean        impulsedown, impulseup, down;
195
196         impulsedown = key->state & 2;
197         impulseup = key->state & 4;
198         down = key->state & 1;
199         val = 0;
200
201         if (impulsedown && !impulseup)
202         {
203                 if (down)
204                         val = 0.5;      // pressed and held this frame
205                 else
206                         val = 0;        //      I_Error ();
207         }
208         if (impulseup && !impulsedown)
209         {
210                 if (down)
211                         val = 0;        //      I_Error ();
212                 else
213                         val = 0;        // released this frame
214         }
215         if (!impulsedown && !impulseup)
216         {
217                 if (down)
218                         val = 1.0;      // held the entire frame
219                 else
220                         val = 0;        // up the entire frame
221         }
222         if (impulsedown && impulseup)
223         {
224                 if (down)
225                         val = 0.75;     // released and re-pressed this frame
226                 else
227                         val = 0.25;     // pressed and released this frame
228         }
229
230         key->state &= 1;                // clear impulses
231
232         return val;
233 }
234
235
236
237
238 //==========================================================================
239
240 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
241 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
242 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
243 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
244
245 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
246
247 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
248 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
249
250 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
251
252 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
253 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
254 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
255 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
256 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
257 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
258 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
259 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
260 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
261 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
262 cvar_t cl_gravity = {0, "cl_gravity", "800"};
263 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
264
265 cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
266 cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
267
268 cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
269
270
271 /*
272 ================
273 CL_AdjustAngles
274
275 Moves the local angle positions
276 ================
277 */
278 void CL_AdjustAngles (void)
279 {
280         float   speed;
281         float   up, down;
282
283         if (in_speed.state & 1)
284                 speed = host_realframetime * cl_anglespeedkey.value;
285         else
286                 speed = host_realframetime;
287
288         if (!(in_strafe.state & 1))
289         {
290                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
291                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
292         }
293         if (in_klook.state & 1)
294         {
295                 V_StopPitchDrift ();
296                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
297                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
298         }
299
300         up = CL_KeyState (&in_lookup);
301         down = CL_KeyState(&in_lookdown);
302
303         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
304         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
305
306         if (up || down)
307                 V_StopPitchDrift ();
308
309         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
310         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
311         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
312         if (cl.viewangles[YAW] >= 180)
313                 cl.viewangles[YAW] -= 360;
314         if (cl.viewangles[PITCH] >= 180)
315                 cl.viewangles[PITCH] -= 360;
316         if (cl.viewangles[ROLL] >= 180)
317                 cl.viewangles[ROLL] -= 360;
318
319         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
320         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
321 }
322
323 qboolean cl_ignoremousemove = false;
324
325 /*
326 ================
327 CL_Move
328
329 Send the intended movement message to the server
330 ================
331 */
332 void CL_Move (void)
333 {
334         vec3_t temp;
335         float mx, my;
336         static float old_mouse_x = 0, old_mouse_y = 0;
337
338         // clamp before the move to prevent starting with bad angles
339         CL_AdjustAngles ();
340
341         // get basic movement from keyboard
342         // PRYDON_CLIENTCURSOR needs to survive basemove resets
343         VectorCopy (cl.cmd.cursor_screen, temp);
344         memset (&cl.cmd, 0, sizeof(cl.cmd));
345         VectorCopy (temp, cl.cmd.cursor_screen);
346
347         if (in_strafe.state & 1)
348         {
349                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
350                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
351         }
352
353         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
354         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
355
356         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
357         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
358
359         if (! (in_klook.state & 1) )
360         {
361                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
362                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
363         }
364
365         // adjust for speed key
366         if (in_speed.state & 1)
367         {
368                 cl.cmd.forwardmove *= cl_movespeedkey.value;
369                 cl.cmd.sidemove *= cl_movespeedkey.value;
370                 cl.cmd.upmove *= cl_movespeedkey.value;
371         }
372
373         in_mouse_x = 0;
374         in_mouse_y = 0;
375
376         // allow mice or other external controllers to add to the move
377         IN_Move ();
378
379         // ignore a mouse move if mouse was activated/deactivated this frame
380         if (cl_ignoremousemove)
381         {
382                 cl_ignoremousemove = false;
383                 in_mouse_x = 0;
384                 in_mouse_y = 0;
385         }
386
387         // apply m_filter if it is on
388         mx = in_mouse_x;
389         my = in_mouse_y;
390         if (m_filter.integer)
391         {
392                 in_mouse_x = (mx + old_mouse_x) * 0.5;
393                 in_mouse_y = (my + old_mouse_y) * 0.5;
394         }
395         old_mouse_x = mx;
396         old_mouse_y = my;
397
398         // if not in menu, apply mouse move to viewangles/movement
399         if (in_client_mouse)
400         {
401                 if (cl_prydoncursor.integer)
402                 {
403                         // mouse interacting with the scene, mostly stationary view
404                         V_StopPitchDrift();
405                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
406                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
407                 }
408                 else if (in_strafe.state & 1)
409                 {
410                         // strafing mode, all looking is movement
411                         V_StopPitchDrift();
412                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
413                         if (noclip_anglehack)
414                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
415                         else
416                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
417                 }
418                 else if ((in_mlook.state & 1) || freelook.integer)
419                 {
420                         // mouselook, lookstrafe causes turning to become strafing
421                         V_StopPitchDrift();
422                         if (lookstrafe.integer)
423                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
424                         else
425                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
426                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
427                 }
428                 else
429                 {
430                         // non-mouselook, yaw turning and forward/back movement
431                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
432                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
433                 }
434         }
435
436         // clamp after the move to prevent rendering with bad angles
437         CL_AdjustAngles ();
438 }
439
440 #include "cl_collision.h"
441
442 extern void V_CalcRefdef(void);
443 void CL_UpdatePrydonCursor(void)
444 {
445         vec3_t temp, scale;
446
447         if (!cl_prydoncursor.integer)
448                 VectorClear(cl.cmd.cursor_screen);
449
450         /*
451         if (cl.cmd.cursor_screen[0] < -1)
452         {
453                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
454                 cl.cmd.cursor_screen[0] = -1;
455         }
456         if (cl.cmd.cursor_screen[0] > 1)
457         {
458                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
459                 cl.cmd.cursor_screen[0] = 1;
460         }
461         if (cl.cmd.cursor_screen[1] < -1)
462         {
463                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
464                 cl.cmd.cursor_screen[1] = -1;
465         }
466         if (cl.cmd.cursor_screen[1] > 1)
467         {
468                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
469                 cl.cmd.cursor_screen[1] = 1;
470         }
471         */
472         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
473         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
474         cl.cmd.cursor_screen[2] = 1;
475
476         scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
477         scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
478         scale[2] = 1;
479
480         // trace distance
481         VectorScale(scale, 1000000, scale);
482
483         // calculate current view matrix
484         V_CalcRefdef();
485         VectorClear(temp);
486         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
487         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
488         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
489         // trace from view origin to the cursor
490         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);
491         // makes sparks where cursor is
492         //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
493 }
494
495 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
496 {
497         int i;
498         int n;
499         // remove stale queue items
500         n = cl.movement_numqueue;
501         cl.movement_numqueue = 0;
502         if (cl.servermovesequence)
503         {
504                 for (i = 0;i < n;i++)
505                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
506                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
507         }
508         else
509         {
510                 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
511                 for (i = 0;i < n;i++)
512                         if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
513                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
514         }
515         // add to input queue if there is room
516         if (cl_movement.integer && cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]) && cl.mtime[0] > cl.mtime[1])
517         {
518                 // add to input queue
519                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
520                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
521                 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
522                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
523                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
524                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
525                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
526                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
527                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
528                 cl.movement_numqueue++;
529         }
530         cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
531         // clear queue if client movement is disabled
532         if (!cl.movement)
533                 cl.movement_numqueue = 0;
534         cl.movement_replay = true;
535 }
536
537 void CL_ClientMovement_Replay(void)
538 {
539         int i;
540         int bump;
541         int contents;
542         int crouch;
543         int onground;
544         double edgefriction;
545         double frametime;
546         double t;
547         vec_t wishspeed;
548         vec_t addspeed;
549         vec_t accelspeed;
550         vec_t f;
551         vec_t *playermins;
552         vec_t *playermaxs;
553         vec3_t currentorigin;
554         vec3_t currentvelocity;
555         vec3_t forward;
556         vec3_t right;
557         vec3_t up;
558         vec3_t wishvel;
559         vec3_t wishdir;
560         vec3_t neworigin;
561         vec3_t currentorigin2;
562         vec3_t neworigin2;
563         vec3_t yawangles;
564         trace_t trace;
565         trace_t trace2;
566         trace_t trace3;
567         if (!cl.movement_replay)
568                 return;
569         cl.movement_replay = false;
570
571         // fetch current starting values
572         VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
573         VectorCopy(cl.mvelocity[0], currentvelocity);
574         // FIXME: try minor nudges in various directions if startsolid to find a
575         // safe place to start the walk (due to network compression in some
576         // protocols this starts in solid)
577         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
578         crouch = false; // this will be updated on first move
579
580         // check if onground
581         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
582         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
583         trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
584         onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
585         //Con_Printf("%f: ", cl.mtime[0]);
586
587         // replay the input queue to predict current location
588         // note: this relies on the fact there's always one queue item at the end
589
590         for (i = 0;i < cl.movement_numqueue;i++)
591         {
592                 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
593                 frametime = q->frametime;
594                 //Con_Printf(" %f", frametime);
595                 //if (frametime > 0)
596                 {
597                         if (q->crouch)
598                         {
599                                 // wants to crouch, this always works...
600                                 if (!crouch)
601                                         crouch = true;
602                         }
603                         else
604                         {
605                                 // wants to stand, if currently crouching we need to check for a
606                                 // low ceiling first
607                                 if (crouch)
608                                 {
609                                         trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
610                                         if (!trace.startsolid)
611                                                 crouch = false;
612                                 }
613                         }
614                         if (crouch)
615                         {
616                                 playermins = cl_playercrouchmins;
617                                 playermaxs = cl_playercrouchmaxs;
618                         }
619                         else
620                         {
621                                 playermins = cl_playerstandmins;
622                                 playermaxs = cl_playerstandmaxs;
623                         }
624                         // change velocity according to q->viewangles and q->move
625                         contents = CL_PointSuperContents(currentorigin);
626                         if (contents & SUPERCONTENTS_LIQUIDSMASK)
627                         {
628                                 // swim
629                                 AngleVectors(q->viewangles, forward, right, up);
630                                 VectorSet(up, 0, 0, 1);
631                                 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
632                                 wishspeed = VectorLength(wishvel);
633                                 if (wishspeed)
634                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
635                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
636                                 if (crouch)
637                                         wishspeed *= 0.5;
638                                 wishspeed *= 0.6;
639                                 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
640                                 f = wishspeed - DotProduct(currentvelocity, wishdir);
641                                 if (f > 0)
642                                 {
643                                         f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
644                                         VectorMA(currentvelocity, f, wishdir, currentvelocity);
645                                 }
646                                 if (q->jump)
647                                 {
648                                         if (contents & SUPERCONTENTS_LAVA)
649                                                 currentvelocity[2] =  50;
650                                         else if (contents & SUPERCONTENTS_SLIME)
651                                                 currentvelocity[2] =  80;
652                                         else
653                                         {
654                                                 if (gamemode == GAME_NEXUIZ)
655                                                         currentvelocity[2] = 200;
656                                                 else
657                                                         currentvelocity[2] = 100;
658                                         }
659                                 }
660                         }
661                         else
662                         {
663                                 // walk
664                                 if (onground && q->jump)
665                                 {
666                                         currentvelocity[2] += cl_movement_jumpvelocity.value;
667                                         onground = false;
668                                 }
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);
673                                 if (wishspeed)
674                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
675                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
676                                 if (crouch)
677                                         wishspeed *= 0.5;
678                                 // check if onground
679                                 if (onground)
680                                 {
681                                         // apply ground friction
682                                         f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
683                                         edgefriction = 1;
684                                         if (f > 0)
685                                         {
686                                                 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
687                                                 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
688                                                 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
689                                                 if (trace.fraction == 1)
690                                                         edgefriction = cl_movement_edgefriction.value;
691                                         }
692                                         // apply friction
693                                         f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
694                                         f = max(f, 0);
695                                         VectorScale(currentvelocity, f, currentvelocity);
696                                 }
697                                 else
698                                 {
699                                         // apply air speed limit
700                                         wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
701                                 }
702                                 if (gamemode == GAME_NEXUIZ)
703                                         addspeed = wishspeed;
704                                 else
705                                         addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
706                                 if (addspeed > 0)
707                                 {
708                                         accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
709                                         VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
710                                 }
711                                 currentvelocity[2] -= cl_gravity.value * frametime;
712                         }
713                 }
714                 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
715                 {
716                         if (crouch)
717                         {
718                                 playermins = cl_playercrouchmins;
719                                 playermaxs = cl_playercrouchmaxs;
720                         }
721                         else
722                         {
723                                 playermins = cl_playerstandmins;
724                                 playermaxs = cl_playerstandmaxs;
725                         }
726                         onground = false;
727                         for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
728                         {
729                                 VectorMA(currentorigin, t, currentvelocity, neworigin);
730                                 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
731                                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
732                                 {
733                                         // may be a step or wall, try stepping up
734                                         // first move forward at a higher level
735                                         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
736                                         VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
737                                         trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
738                                         // then move down from there
739                                         VectorCopy(trace2.endpos, currentorigin2);
740                                         VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
741                                         trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
742                                         //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]);
743                                         // accept the new trace if it made some progress
744                                         if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
745                                         {
746                                                 trace = trace2;
747                                                 VectorCopy(trace3.endpos, trace.endpos);
748                                         }
749                                 }
750                                 if (trace.fraction == 1)
751                                 {
752                                         VectorCopy(trace.endpos, currentorigin);
753                                         break;
754                                 }
755                                 if (trace.plane.normal[2] > 0.7)
756                                         onground = true;
757                                 t *= 1 - trace.fraction;
758                                 if (trace.fraction >= 0.001)
759                                         VectorCopy(trace.endpos, currentorigin);
760                                 f = DotProduct(currentvelocity, trace.plane.normal);
761                                 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
762                         }
763                 }
764         }
765         // store replay location
766         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
767         VectorCopy(currentorigin, cl.movement_origin);
768         VectorCopy(currentvelocity, cl.movement_velocity);
769         //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
770         //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
771 }
772
773 /*
774 ==============
775 CL_SendMove
776 ==============
777 */
778 void CL_SendMove(void)
779 {
780         int i;
781         int bits;
782         sizebuf_t buf;
783         qbyte data[128];
784 #define MOVEAVERAGING 0
785 #if MOVEAVERAGING
786         static float forwardmove, sidemove, upmove, total; // accumulation
787 #else
788         float forwardmove, sidemove, upmove;
789 #endif
790
791 #if MOVEAVERAGING
792         // accumulate changes between messages
793         forwardmove += cl.cmd.forwardmove;
794         sidemove += cl.cmd.sidemove;
795         upmove += cl.cmd.upmove;
796         total++;
797 #endif
798         if (cls.signon != SIGNONS)
799                 return;
800 #if MOVEAVERAGING
801         // average the accumulated changes
802         total = 1.0f / total;
803         forwardmove *= total;
804         sidemove *= total;
805         upmove *= total;
806         total = 0;
807 #else
808         // use the latest values
809         forwardmove = cl.cmd.forwardmove;
810         sidemove = cl.cmd.sidemove;
811         upmove = cl.cmd.upmove;
812 #endif
813
814         CL_UpdatePrydonCursor();
815
816         buf.maxsize = 128;
817         buf.cursize = 0;
818         buf.data = data;
819
820         // set button bits
821         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
822         bits = 0;
823         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
824         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
825         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
826         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
827         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
828         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
829         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
830         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
831         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
832         if (key_dest != key_game || key_consoleactive) bits |= 512;
833         if (cl_prydoncursor.integer) bits |= 1024;
834         // button bits 11-31 unused currently
835         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
836         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
837         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
838         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
839         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
840
841         // always dump the first two messages, because they may contain leftover inputs from the last level
842         if (++cl.movemessages >= 2)
843         {
844                 // send the movement message
845                 // PROTOCOL_QUAKE        clc_move = 16 bytes total
846                 // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
847                 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
848                 // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
849                 // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
850                 // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
851                 // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
852                 // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
853                 // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
854                 // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
855                 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
856                 {
857                         // 5 bytes
858                         MSG_WriteByte (&buf, clc_move);
859                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
860                         // 3 bytes
861                         for (i = 0;i < 3;i++)
862                                 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
863                         // 6 bytes
864                         MSG_WriteCoord16i (&buf, forwardmove);
865                         MSG_WriteCoord16i (&buf, sidemove);
866                         MSG_WriteCoord16i (&buf, upmove);
867                         // 2 bytes
868                         MSG_WriteByte (&buf, bits);
869                         MSG_WriteByte (&buf, in_impulse);
870                 }
871                 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
872                 {
873                         // 5 bytes
874                         MSG_WriteByte (&buf, clc_move);
875                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
876                         // 12 bytes
877                         for (i = 0;i < 3;i++)
878                                 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
879                         // 6 bytes
880                         MSG_WriteCoord16i (&buf, forwardmove);
881                         MSG_WriteCoord16i (&buf, sidemove);
882                         MSG_WriteCoord16i (&buf, upmove);
883                         // 2 bytes
884                         MSG_WriteByte (&buf, bits);
885                         MSG_WriteByte (&buf, in_impulse);
886                 }
887                 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
888                 {
889                         // 5 bytes
890                         MSG_WriteByte (&buf, clc_move);
891                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
892                         // 6 bytes
893                         for (i = 0;i < 3;i++)
894                                 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
895                         // 6 bytes
896                         MSG_WriteCoord16i (&buf, forwardmove);
897                         MSG_WriteCoord16i (&buf, sidemove);
898                         MSG_WriteCoord16i (&buf, upmove);
899                         // 2 bytes
900                         MSG_WriteByte (&buf, bits);
901                         MSG_WriteByte (&buf, in_impulse);
902                 }
903                 else
904                 {
905                         // 5 bytes
906                         MSG_WriteByte (&buf, clc_move);
907                         if (cl.protocol != PROTOCOL_DARKPLACES6)
908                         {
909                                 if (cl_movement.integer)
910                                 {
911                                         cl.movesequence++;
912                                         MSG_WriteLong (&buf, cl.movesequence);
913                                 }
914                                 else
915                                         MSG_WriteLong (&buf, 0);
916                         }
917                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
918                         // 6 bytes
919                         for (i = 0;i < 3;i++)
920                                 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
921                         // 6 bytes
922                         MSG_WriteCoord16i (&buf, forwardmove);
923                         MSG_WriteCoord16i (&buf, sidemove);
924                         MSG_WriteCoord16i (&buf, upmove);
925                         // 5 bytes
926                         MSG_WriteLong (&buf, bits);
927                         MSG_WriteByte (&buf, in_impulse);
928                         // PRYDON_CLIENTCURSOR
929                         // 30 bytes
930                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
931                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
932                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
933                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
934                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
935                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
936                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
937                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
938                         MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
939                 }
940         }
941
942 #if MOVEAVERAGING
943         forwardmove = sidemove = upmove = 0;
944 #endif
945         in_impulse = 0;
946
947         // ack the last few frame numbers
948         // (redundent to improve handling of client->server packet loss)
949         // for LATESTFRAMENUMS == 3 case this is 15 bytes
950         for (i = 0;i < LATESTFRAMENUMS;i++)
951         {
952                 if (cl.latestframenums[i] > 0)
953                 {
954                         if (developer_networkentities.integer >= 1)
955                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
956                         MSG_WriteByte(&buf, clc_ackframe);
957                         MSG_WriteLong(&buf, cl.latestframenums[i]);
958                 }
959         }
960
961         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
962         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
963
964         // deliver the message
965         if (cls.demoplayback)
966                 return;
967         // nothing to send
968         if (!buf.cursize)
969                 return;
970
971         // FIXME: bits & 16 is +button5, Nexuiz specific
972         CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
973
974         if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
975         {
976                 Con_Print("CL_SendMove: lost server connection\n");
977                 CL_Disconnect();
978                 Host_ShutdownServer(false);
979         }
980 }
981
982 /*
983 ============
984 CL_InitInput
985 ============
986 */
987 void CL_InitInput (void)
988 {
989         Cmd_AddCommand ("+moveup",IN_UpDown);
990         Cmd_AddCommand ("-moveup",IN_UpUp);
991         Cmd_AddCommand ("+movedown",IN_DownDown);
992         Cmd_AddCommand ("-movedown",IN_DownUp);
993         Cmd_AddCommand ("+left",IN_LeftDown);
994         Cmd_AddCommand ("-left",IN_LeftUp);
995         Cmd_AddCommand ("+right",IN_RightDown);
996         Cmd_AddCommand ("-right",IN_RightUp);
997         Cmd_AddCommand ("+forward",IN_ForwardDown);
998         Cmd_AddCommand ("-forward",IN_ForwardUp);
999         Cmd_AddCommand ("+back",IN_BackDown);
1000         Cmd_AddCommand ("-back",IN_BackUp);
1001         Cmd_AddCommand ("+lookup", IN_LookupDown);
1002         Cmd_AddCommand ("-lookup", IN_LookupUp);
1003         Cmd_AddCommand ("+lookdown", IN_LookdownDown);
1004         Cmd_AddCommand ("-lookdown", IN_LookdownUp);
1005         Cmd_AddCommand ("+strafe", IN_StrafeDown);
1006         Cmd_AddCommand ("-strafe", IN_StrafeUp);
1007         Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
1008         Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
1009         Cmd_AddCommand ("+moveright", IN_MoverightDown);
1010         Cmd_AddCommand ("-moveright", IN_MoverightUp);
1011         Cmd_AddCommand ("+speed", IN_SpeedDown);
1012         Cmd_AddCommand ("-speed", IN_SpeedUp);
1013         Cmd_AddCommand ("+attack", IN_AttackDown);
1014         Cmd_AddCommand ("-attack", IN_AttackUp);
1015         Cmd_AddCommand ("+jump", IN_JumpDown);
1016         Cmd_AddCommand ("-jump", IN_JumpUp);
1017         Cmd_AddCommand ("impulse", IN_Impulse);
1018         Cmd_AddCommand ("+klook", IN_KLookDown);
1019         Cmd_AddCommand ("-klook", IN_KLookUp);
1020         Cmd_AddCommand ("+mlook", IN_MLookDown);
1021         Cmd_AddCommand ("-mlook", IN_MLookUp);
1022
1023         // LordHavoc: added use button
1024         Cmd_AddCommand ("+use", IN_UseDown);
1025         Cmd_AddCommand ("-use", IN_UseUp);
1026
1027         // LordHavoc: added 6 new buttons
1028         Cmd_AddCommand ("+button3", IN_Button3Down);
1029         Cmd_AddCommand ("-button3", IN_Button3Up);
1030         Cmd_AddCommand ("+button4", IN_Button4Down);
1031         Cmd_AddCommand ("-button4", IN_Button4Up);
1032         Cmd_AddCommand ("+button5", IN_Button5Down);
1033         Cmd_AddCommand ("-button5", IN_Button5Up);
1034         Cmd_AddCommand ("+button6", IN_Button6Down);
1035         Cmd_AddCommand ("-button6", IN_Button6Up);
1036         Cmd_AddCommand ("+button7", IN_Button7Down);
1037         Cmd_AddCommand ("-button7", IN_Button7Up);
1038         Cmd_AddCommand ("+button8", IN_Button8Down);
1039         Cmd_AddCommand ("-button8", IN_Button8Up);
1040
1041         Cvar_RegisterVariable(&cl_movement);
1042         Cvar_RegisterVariable(&cl_movement_latency);
1043         Cvar_RegisterVariable(&cl_movement_maxspeed);
1044         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1045         Cvar_RegisterVariable(&cl_movement_stopspeed);
1046         Cvar_RegisterVariable(&cl_movement_friction);
1047         Cvar_RegisterVariable(&cl_movement_edgefriction);
1048         Cvar_RegisterVariable(&cl_movement_stepheight);
1049         Cvar_RegisterVariable(&cl_movement_accelerate);
1050         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1051         Cvar_RegisterVariable(&cl_gravity);
1052         Cvar_RegisterVariable(&cl_slowmo);
1053
1054         Cvar_RegisterVariable(&in_pitch_min);
1055         Cvar_RegisterVariable(&in_pitch_max);
1056         Cvar_RegisterVariable(&m_filter);
1057 }
1058