/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl.input.c -- builds an intended movement command to send to the server // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. #include "quakedef.h" #include "csprogs.h" /* =============================================================================== KEY BUTTONS Continuous button event tracking is complicated by the fact that two different input sources (say, mouse button 1 and the control key) can both press the same button, but the button should only be released when both of the pressing key have been released. When a key event issues a button command (+forward, +attack, etc), it appends its key number as a parameter to the command so it can be matched up with the release. state bit 0 is the current state of the key state bit 1 is edge triggered on the up to down transition state bit 2 is edge triggered on the down to up transition =============================================================================== */ kbutton_t in_mlook, in_klook; kbutton_t in_left, in_right, in_forward, in_back; kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use; kbutton_t in_up, in_down; // LordHavoc: added 6 new buttons kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8; //even more kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16; int in_impulse; void KeyDown (kbutton_t *b) { int k; const char *c; c = Cmd_Argv(1); if (c[0]) k = atoi(c); else k = -1; // typed manually at the console for continuous down if (k == b->down[0] || k == b->down[1]) return; // repeating key if (!b->down[0]) b->down[0] = k; else if (!b->down[1]) b->down[1] = k; else { Con_Print("Three keys down for a button!\n"); return; } if (b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; const char *c; c = Cmd_Argv(1); if (c[0]) k = atoi(c); else { // typed manually at the console, assume for unsticking, so clear all b->down[0] = b->down[1] = 0; b->state = 4; // impulse up return; } if (b->down[0] == k) b->down[0] = 0; else if (b->down[1] == k) b->down[1] = 0; else return; // key up without coresponding down (menu pass through) if (b->down[0] || b->down[1]) return; // some other key is still holding it down if (!(b->state & 1)) return; // still up (this should not happen) b->state &= ~1; // now up b->state |= 4; // impulse up } void IN_KLookDown (void) {KeyDown(&in_klook);} void IN_KLookUp (void) {KeyUp(&in_klook);} void IN_MLookDown (void) {KeyDown(&in_mlook);} void IN_MLookUp (void) { KeyUp(&in_mlook); if ( !(in_mlook.state&1) && lookspring.value) V_StartPitchDrift(); } void IN_UpDown(void) {KeyDown(&in_up);} void IN_UpUp(void) {KeyUp(&in_up);} void IN_DownDown(void) {KeyDown(&in_down);} void IN_DownUp(void) {KeyUp(&in_down);} void IN_LeftDown(void) {KeyDown(&in_left);} void IN_LeftUp(void) {KeyUp(&in_left);} void IN_RightDown(void) {KeyDown(&in_right);} void IN_RightUp(void) {KeyUp(&in_right);} void IN_ForwardDown(void) {KeyDown(&in_forward);} void IN_ForwardUp(void) {KeyUp(&in_forward);} void IN_BackDown(void) {KeyDown(&in_back);} void IN_BackUp(void) {KeyUp(&in_back);} void IN_LookupDown(void) {KeyDown(&in_lookup);} void IN_LookupUp(void) {KeyUp(&in_lookup);} void IN_LookdownDown(void) {KeyDown(&in_lookdown);} void IN_LookdownUp(void) {KeyUp(&in_lookdown);} void IN_MoveleftDown(void) {KeyDown(&in_moveleft);} void IN_MoveleftUp(void) {KeyUp(&in_moveleft);} void IN_MoverightDown(void) {KeyDown(&in_moveright);} void IN_MoverightUp(void) {KeyUp(&in_moveright);} void IN_SpeedDown(void) {KeyDown(&in_speed);} void IN_SpeedUp(void) {KeyUp(&in_speed);} void IN_StrafeDown(void) {KeyDown(&in_strafe);} void IN_StrafeUp(void) {KeyUp(&in_strafe);} void IN_AttackDown(void) {KeyDown(&in_attack);} void IN_AttackUp(void) {KeyUp(&in_attack);} void IN_UseDown(void) {KeyDown(&in_use);} void IN_UseUp(void) {KeyUp(&in_use);} // LordHavoc: added 6 new buttons void IN_Button3Down(void) {KeyDown(&in_button3);} void IN_Button3Up(void) {KeyUp(&in_button3);} void IN_Button4Down(void) {KeyDown(&in_button4);} void IN_Button4Up(void) {KeyUp(&in_button4);} void IN_Button5Down(void) {KeyDown(&in_button5);} void IN_Button5Up(void) {KeyUp(&in_button5);} void IN_Button6Down(void) {KeyDown(&in_button6);} void IN_Button6Up(void) {KeyUp(&in_button6);} void IN_Button7Down(void) {KeyDown(&in_button7);} void IN_Button7Up(void) {KeyUp(&in_button7);} void IN_Button8Down(void) {KeyDown(&in_button8);} void IN_Button8Up(void) {KeyUp(&in_button8);} void IN_Button9Down(void) {KeyDown(&in_button9);} void IN_Button9Up(void) {KeyUp(&in_button9);} void IN_Button10Down(void) {KeyDown(&in_button10);} void IN_Button10Up(void) {KeyUp(&in_button10);} void IN_Button11Down(void) {KeyDown(&in_button11);} void IN_Button11Up(void) {KeyUp(&in_button11);} void IN_Button12Down(void) {KeyDown(&in_button12);} void IN_Button12Up(void) {KeyUp(&in_button12);} void IN_Button13Down(void) {KeyDown(&in_button13);} void IN_Button13Up(void) {KeyUp(&in_button13);} void IN_Button14Down(void) {KeyDown(&in_button14);} void IN_Button14Up(void) {KeyUp(&in_button14);} void IN_Button15Down(void) {KeyDown(&in_button15);} void IN_Button15Up(void) {KeyUp(&in_button15);} void IN_Button16Down(void) {KeyDown(&in_button16);} void IN_Button16Up(void) {KeyUp(&in_button16);} void IN_JumpDown (void) {KeyDown(&in_jump);} void IN_JumpUp (void) {KeyUp(&in_jump);} void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));} int in_bestweapon_info[][5] = { {'1', 1, IT_AXE, STAT_SHELLS, 0}, {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1}, {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1}, {'4', 4, IT_NAILGUN, STAT_NAILS, 1}, {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1}, {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1}, {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1}, {'8', 8, IT_LIGHTNING, STAT_CELLS, 1}, {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer {-1, 0, 0, 0, 0} }; void IN_BestWeapon (void) { int i, n; const char *s; if (Cmd_Argc() != 2) { Con_Printf("bestweapon requires 1 parameter\n"); return; } s = Cmd_Argv(1); for (i = 0;s[i];i++) { // figure out which weapon this character refers to for (n = 0;in_bestweapon_info[n][0] >= 0;n++) { if (in_bestweapon_info[n][0] == s[i]) { // we found out what weapon this character refers to // check if the inventory contains the weapon and enough ammo if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4])) { // we found one of the weapons the player wanted // send an impulse to switch to it in_impulse = in_bestweapon_info[n][1]; return; } break; } } // if we couldn't identify the weapon we just ignore it and continue checking for other weapons } // if we couldn't find any of the weapons, there's nothing more we can do... } /* =============== CL_KeyState Returns 0.25 if a key was pressed and released during the frame, 0.5 if it was pressed and held 0 if held then released, and 1.0 if held for the entire time =============== */ float CL_KeyState (kbutton_t *key) { float val; qboolean impulsedown, impulseup, down; impulsedown = key->state & 2; impulseup = key->state & 4; down = key->state & 1; val = 0; if (impulsedown && !impulseup) { if (down) val = 0.5; // pressed and held this frame else val = 0; // I_Error (); } if (impulseup && !impulsedown) { if (down) val = 0; // I_Error (); else val = 0; // released this frame } if (!impulsedown && !impulseup) { if (down) val = 1.0; // held the entire frame else val = 0; // up the entire frame } if (impulsedown && impulseup) { if (down) val = 0.75; // released and re-pressed this frame else val = 0.25; // pressed and released this frame } key->state &= 1; // clear impulses return val; } //========================================================================== cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"}; cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"}; cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"}; cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"}; cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"}; cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"}; cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"}; cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"}; cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"}; cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"}; cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"}; cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"}; 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)"}; cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"}; cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"}; cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"}; cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"}; cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"}; 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"}; cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-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"}; 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)"}; cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"}; cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"}; cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"}; cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"}; cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"}; cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"}; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed; float up, down; if (in_speed.state & 1) speed = cl.realframetime * cl_anglespeedkey.value; else speed = cl.realframetime; if (!(in_strafe.state & 1)) { cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right); cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left); } if (in_klook.state & 1) { V_StopPitchDrift (); cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward); cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back); } up = CL_KeyState (&in_lookup); down = CL_KeyState(&in_lookdown); cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up; cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down; if (up || down) V_StopPitchDrift (); cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]); cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]); cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]); if (cl.viewangles[YAW] >= 180) cl.viewangles[YAW] -= 360; if (cl.viewangles[PITCH] >= 180) cl.viewangles[PITCH] -= 360; if (cl.viewangles[ROLL] >= 180) cl.viewangles[ROLL] -= 360; cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value); cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50); } qboolean cl_ignoremousemove = false; /* ================ CL_Move Send the intended movement message to the server ================ */ void CL_Move (void) { float mx, my; static float old_mouse_x = 0, old_mouse_y = 0; // clamp before the move to prevent starting with bad angles CL_AdjustAngles (); // reset some of the command fields cl.cmd.forwardmove = 0; cl.cmd.sidemove = 0; cl.cmd.upmove = 0; // get basic movement from keyboard if (in_strafe.state & 1) { cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right); cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left); } cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright); cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft); cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up); cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down); if (! (in_klook.state & 1) ) { cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward); cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back); } // adjust for speed key if (in_speed.state & 1) { cl.cmd.forwardmove *= cl_movespeedkey.value; cl.cmd.sidemove *= cl_movespeedkey.value; cl.cmd.upmove *= cl_movespeedkey.value; } in_mouse_x = 0; in_mouse_y = 0; // allow mice or other external controllers to add to the move IN_Move (); // ignore a mouse move if mouse was activated/deactivated this frame if (cl_ignoremousemove) { cl_ignoremousemove = false; in_mouse_x = 0; in_mouse_y = 0; } // apply m_filter if it is on mx = in_mouse_x; my = in_mouse_y; if (m_filter.integer) { in_mouse_x = (mx + old_mouse_x) * 0.5; in_mouse_y = (my + old_mouse_y) * 0.5; } old_mouse_x = mx; old_mouse_y = my; // if not in menu, apply mouse move to viewangles/movement if (!cl.csqc_wantsmousemove && in_client_mouse) { if (cl_prydoncursor.integer) { // mouse interacting with the scene, mostly stationary view V_StopPitchDrift(); cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width; cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height; } else if (in_strafe.state & 1) { // strafing mode, all looking is movement V_StopPitchDrift(); cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value; if (noclip_anglehack) cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value; else cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value; } else if ((in_mlook.state & 1) || freelook.integer) { // mouselook, lookstrafe causes turning to become strafing V_StopPitchDrift(); if (lookstrafe.integer) cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value; else cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom; cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom; } else { // non-mouselook, yaw turning and forward/back movement cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom; cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value; } } // clamp after the move to prevent rendering with bad angles CL_AdjustAngles (); } #include "cl_collision.h" void CL_UpdatePrydonCursor(void) { vec3_t temp; if (!cl_prydoncursor.integer) VectorClear(cl.cmd.cursor_screen); /* if (cl.cmd.cursor_screen[0] < -1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = -1; } if (cl.cmd.cursor_screen[0] > 1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = 1; } if (cl.cmd.cursor_screen[1] < -1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = -1; } if (cl.cmd.cursor_screen[1] > 1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = 1; } */ cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1); cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1); cl.cmd.cursor_screen[2] = 1; // calculate current view matrix Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start); // calculate direction vector of cursor in viewspace by using frustum slopes VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000); Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end); // trace from view origin to the cursor 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); } void CL_ClientMovement_InputQW(qw_usercmd_t *cmd) { int i; int n; // remove stale queue items n = cl.movement_numqueue; cl.movement_numqueue = 0; for (i = 0;i < n;i++) { if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence) cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; else if (i == 0) cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken } // add to input queue if there is room if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))) { // add to input queue cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence; cl.movement_queue[cl.movement_numqueue].time = realtime; cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0; VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles); cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove; cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove; cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove; cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0; cl.movement_queue[cl.movement_numqueue].crouch = false; cl.movement_numqueue++; } cl.movement_replay = true; } void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch) { int i; int n; double lasttime = (cls.protocol == PROTOCOL_DARKPLACES6 || cls.protocol == PROTOCOL_DARKPLACES7) ? cl.mtime[1] : (cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0); // remove stale queue items n = cl.movement_numqueue; cl.movement_numqueue = 0; if (cl.servermovesequence) { for (i = 0;i < n;i++) { if (cl.movement_queue[i].sequence > cl.servermovesequence) cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; else if (i == 0) cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken } } else { for (i = 0;i < n;i++) { if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0]) cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; else if (i == 0) cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken } } // add to input queue if there is room if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1]) { // add to input queue cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence; cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0]; cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1); VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles); cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove; cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove; cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove; cl.movement_queue[cl.movement_numqueue].jump = buttonjump; cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch; cl.movement_numqueue++; } cl.movement_replay = true; } typedef enum waterlevel_e { WATERLEVEL_NONE, WATERLEVEL_WETFEET, WATERLEVEL_SWIMMING, WATERLEVEL_SUBMERGED } waterlevel_t; typedef struct cl_clientmovement_state_s { // position vec3_t origin; vec3_t velocity; // current bounding box (different if crouched vs standing) vec3_t mins; vec3_t maxs; // currently on the ground qboolean onground; // currently crouching qboolean crouched; // whether jump button has been released since last jump qboolean canjump; // what kind of water (SUPERCONTENTS_LAVA for instance) int watertype; // how deep waterlevel_t waterlevel; // weird hacks when jumping out of water // (this is in seconds and counts down to 0) float waterjumptime; // movement parameters for physics code float movevars_gravity; float movevars_stopspeed; float movevars_maxspeed; float movevars_spectatormaxspeed; float movevars_accelerate; float movevars_airaccelerate; float movevars_wateraccelerate; float movevars_friction; float movevars_waterfriction; float movevars_entgravity; float movevars_jumpvelocity; float movevars_edgefriction; float movevars_maxairspeed; float movevars_stepheight; float movevars_airaccel_qw; float movevars_airaccel_sideways_friction; // user command client_movementqueue_t q; } cl_clientmovement_state_t; #define NUMOFFSETS 27 static vec3_t offsets[NUMOFFSETS] = { // 1 no nudge (just return the original if this test passes) { 0.000, 0.000, 0.000}, // 6 simple nudges { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125}, {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000}, { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000}, // 4 diagonal flat nudges {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000}, {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000}, // 8 diagonal upward nudges {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125}, { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125}, {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125}, {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125}, // 8 diagonal downward nudges {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125}, { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125}, {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125}, {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125}, }; qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s) { int i; vec3_t neworigin; for (i = 0;i < NUMOFFSETS;i++) { VectorAdd(offsets[i], s->origin, neworigin); if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid) { VectorCopy(neworigin, s->origin); return true; } } // if all offsets failed, give up return false; } void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s) { vec3_t origin1, origin2; trace_t trace; // make sure player is not stuck CL_ClientMovement_Unstick(s); // set crouched if (s->q.crouch) { // wants to crouch, this always works.. if (!s->crouched) s->crouched = true; } else { // wants to stand, if currently crouching we need to check for a // low ceiling first if (s->crouched) { trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true); if (!trace.startsolid) s->crouched = false; } } if (s->crouched) { VectorCopy(cl.playercrouchmins, s->mins); VectorCopy(cl.playercrouchmaxs, s->maxs); } else { VectorCopy(cl.playerstandmins, s->mins); VectorCopy(cl.playerstandmaxs, s->maxs); } // set onground VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1); VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2); trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true); s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7; // set watertype/waterlevel VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1); s->waterlevel = WATERLEVEL_NONE; s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK; if (s->watertype) { s->waterlevel = WATERLEVEL_WETFEET; origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f; if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK) { s->waterlevel = WATERLEVEL_SWIMMING; origin1[2] = s->origin[2] + 22; if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK) s->waterlevel = WATERLEVEL_SUBMERGED; } } // water jump prediction if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0) s->waterjumptime = 0; } void CL_ClientMovement_Move(cl_clientmovement_state_t *s) { int bump; double t; vec_t f; vec3_t neworigin; vec3_t currentorigin2; vec3_t neworigin2; vec3_t primalvelocity; trace_t trace; trace_t trace2; trace_t trace3; CL_ClientMovement_UpdateStatus(s); VectorCopy(s->velocity, primalvelocity); for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++) { VectorMA(s->origin, t, s->velocity, neworigin); trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true); if (trace.fraction < 1 && trace.plane.normal[2] == 0) { // may be a step or wall, try stepping up // first move forward at a higher level VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight); VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight); trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true); if (!trace2.startsolid) { // then move down from there VectorCopy(trace2.endpos, currentorigin2); VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]); trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true); //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]); // accept the new trace if it made some progress if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125) { trace = trace2; VectorCopy(trace3.endpos, trace.endpos); } } } // check if it moved at all if (trace.fraction >= 0.001) VectorCopy(trace.endpos, s->origin); // check if it moved all the way if (trace.fraction == 1) break; //if (trace.plane.normal[2] > 0.7) // s->onground = true; t -= t * trace.fraction; f = DotProduct(s->velocity, trace.plane.normal); VectorMA(s->velocity, -f, trace.plane.normal, s->velocity); } if (s->waterjumptime > 0) VectorCopy(primalvelocity, s->velocity); } void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) { vec_t wishspeed; vec_t f; vec3_t wishvel; vec3_t wishdir; // water jump only in certain situations // this mimics quakeworld code if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180) { vec3_t forward; vec3_t yawangles; vec3_t spot; VectorSet(yawangles, 0, s->q.viewangles[1], 0); AngleVectors(yawangles, forward, NULL, NULL); VectorMA(s->origin, 24, forward, spot); spot[2] += 8; if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid) { spot[2] += 24; if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid) { VectorScale(forward, 50, s->velocity); s->velocity[2] = 310; s->waterjumptime = 2; s->onground = false; s->canjump = false; } } } if (!VectorLength2(s->q.move)) { // drift towards bottom VectorSet(wishvel, 0, 0, -60); } else { // swim vec3_t forward; vec3_t right; vec3_t up; // calculate movement vector AngleVectors(s->q.viewangles, forward, right, up); VectorSet(up, 0, 0, 1); VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel); } // split wishvel into wishspeed and wishdir wishspeed = VectorLength(wishvel); if (wishspeed) VectorScale(wishvel, 1 / wishspeed, wishdir); else VectorSet( wishdir, 0.0, 0.0, 0.0 ); wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7; if (s->crouched) wishspeed *= 0.5; if (s->waterjumptime <= 0) { // water friction f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel; f = bound(0, f, 1); VectorScale(s->velocity, f, s->velocity); // water acceleration f = wishspeed - DotProduct(s->velocity, wishdir); if (f > 0) { f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f); VectorMA(s->velocity, f, wishdir, s->velocity); } // holding jump button swims upward slowly if (s->q.jump) { if (s->watertype & SUPERCONTENTS_LAVA) s->velocity[2] = 50; else if (s->watertype & SUPERCONTENTS_SLIME) s->velocity[2] = 80; else { if (gamemode == GAME_NEXUIZ) s->velocity[2] = 200; else s->velocity[2] = 100; } } } CL_ClientMovement_Move(s); } void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) { vec_t friction; vec_t wishspeed; vec_t addspeed; vec_t accelspeed; vec_t f; vec3_t forward; vec3_t right; vec3_t up; vec3_t wishvel; vec3_t wishdir; vec3_t yawangles; trace_t trace; // jump if on ground with jump button pressed but only if it has been // released at least once since the last jump if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly { s->velocity[2] += s->movevars_jumpvelocity; s->onground = false; s->canjump = false; } // calculate movement vector VectorSet(yawangles, 0, s->q.viewangles[1], 0); AngleVectors(yawangles, forward, right, up); VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel); // split wishvel into wishspeed and wishdir wishspeed = VectorLength(wishvel); if (wishspeed) VectorScale(wishvel, 1 / wishspeed, wishdir); else VectorSet( wishdir, 0.0, 0.0, 0.0 ); wishspeed = min(wishspeed, s->movevars_maxspeed); if (s->crouched) wishspeed *= 0.5; // check if onground if (s->onground) { // apply edge friction f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]); friction = s->movevars_friction; if (f > 0 && s->movevars_edgefriction != 1) { vec3_t neworigin2; vec3_t neworigin3; // note: QW uses the full player box for the trace, and yet still // uses s->origin[2] + s->mins[2], which is clearly an bug, but // this mimics it for compatibility VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]); VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34); if (cls.protocol == PROTOCOL_QUAKEWORLD) trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true); else trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true); if (trace.fraction == 1 && !trace.startsolid) friction *= s->movevars_edgefriction; } // apply ground friction f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1); f = max(f, 0); VectorScale(s->velocity, f, s->velocity); addspeed = wishspeed - DotProduct(s->velocity, wishdir); if (addspeed > 0) { accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed); VectorMA(s->velocity, accelspeed, wishdir, s->velocity); } s->velocity[2] -= cl_gravity.value * s->q.frametime; if (cls.protocol == PROTOCOL_QUAKEWORLD) s->velocity[2] = 0; if (VectorLength2(s->velocity)) CL_ClientMovement_Move(s); } else { if (s->waterjumptime <= 0) { vec_t f; vec_t vel_straight; vec_t vel_z; vec3_t vel_perpend; // apply air speed limit wishspeed = min(wishspeed, s->movevars_maxairspeed); /* addspeed = wishspeed - DotProduct(s->velocity, wishdir); if (addspeed > 0) { accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed); VectorMA(s->velocity, accelspeed, wishdir, s->velocity); } */ vel_straight = DotProduct(s->velocity, wishdir); vel_z = s->velocity[2]; VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z; f = wishspeed - vel_straight; if(f > 0) vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw; if(wishspeed > 0) vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw); VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend); VectorMA(vel_perpend, vel_straight, wishdir, s->velocity); s->velocity[2] += vel_z; } s->velocity[2] -= cl_gravity.value * s->q.frametime; CL_ClientMovement_Move(s); } } void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s) { //Con_Printf(" %f", frametime); if (!s->q.jump) s->canjump = true; s->waterjumptime -= s->q.frametime; CL_ClientMovement_UpdateStatus(s); if (s->waterlevel >= WATERLEVEL_SWIMMING) CL_ClientMovement_Physics_Swim(s); else CL_ClientMovement_Physics_Walk(s); } void CL_ClientMovement_Replay(void) { int i; cl_clientmovement_state_t s; if (!cl.movement_replay) return; cl.movement_replay = false; // set up starting state for the series of moves memset(&s, 0, sizeof(s)); VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin); VectorCopy(cl.mvelocity[0], s.velocity); s.crouched = true; // will be updated on first move s.canjump = cl.movement_replay_canjump; //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]); // set up movement variables if (cls.protocol == PROTOCOL_QUAKEWORLD) { s.movevars_gravity = cl.qw_movevars_gravity; s.movevars_stopspeed = cl.qw_movevars_stopspeed; s.movevars_maxspeed = cl.qw_movevars_maxspeed; s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed; s.movevars_accelerate = cl.qw_movevars_accelerate; s.movevars_airaccelerate = cl.qw_movevars_airaccelerate; s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate; s.movevars_friction = cl.qw_movevars_friction; s.movevars_waterfriction = cl.qw_movevars_waterfriction; s.movevars_entgravity = cl.qw_movevars_entgravity; s.movevars_jumpvelocity = cl_movement_jumpvelocity.value; s.movevars_edgefriction = cl_movement_edgefriction.value; s.movevars_maxairspeed = cl_movement_maxairspeed.value; s.movevars_stepheight = cl_movement_stepheight.value; s.movevars_airaccel_qw = 1.0; s.movevars_airaccel_sideways_friction = 0.0; } else { s.movevars_gravity = sv_gravity.value; s.movevars_stopspeed = cl_movement_stopspeed.value; s.movevars_maxspeed = cl_movement_maxspeed.value; s.movevars_spectatormaxspeed = cl_movement_maxspeed.value; s.movevars_accelerate = cl_movement_accelerate.value; s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value; s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value; s.movevars_friction = cl_movement_friction.value; s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value; s.movevars_entgravity = 1; s.movevars_jumpvelocity = cl_movement_jumpvelocity.value; s.movevars_edgefriction = cl_movement_edgefriction.value; s.movevars_maxairspeed = cl_movement_maxairspeed.value; s.movevars_stepheight = cl_movement_stepheight.value; s.movevars_airaccel_qw = cl_movement_airaccel_qw.value; s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value; } cl.movement_predicted = (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence); if (cl.movement_predicted) { //Con_Printf("%f: ", cl.mtime[0]); // replay the input queue to predict current location // note: this relies on the fact there's always one queue item at the end for (i = 0;i < cl.movement_numqueue;i++) { s.q = cl.movement_queue[i]; // if a move is more than 50ms, do it as two moves (matching qwsv) if (s.q.frametime > 0.05) { s.q.frametime *= 0.5; CL_ClientMovement_PlayerMove(&s); } CL_ClientMovement_PlayerMove(&s); } } else { // get the first movement queue entry to know whether to crouch and such s.q = cl.movement_queue[0]; } // store replay location CL_ClientMovement_UpdateStatus(&s); cl.movement_time[1] = cl.movement_time[0]; cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time; VectorCopy(cl.movement_origin, cl.movement_oldorigin); VectorCopy(s.origin, cl.movement_origin); VectorCopy(s.velocity, cl.movement_velocity); //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin); //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0); // update the onground flag if appropriate // when not predicted, cl.onground is only cleared by cl_parse.c, but can // be set forcefully here to hide server inconsistencies in the onground // flag (such as when stepping up stairs, the onground flag tends to turn // off briefly due to precision errors, particularly at high framerates), // such inconsistencies can mess up the gun bobbing and stair smoothing, // so they must be avoided. if (cl.movement_predicted) cl.onground = s.onground; else if (s.onground) cl.onground = true; // react to onground state changes (for gun bob) if (cl.onground) { if (!cl.oldonground) cl.hitgroundtime = cl.time; cl.lastongroundtime = cl.time; } cl.oldonground = cl.onground; } void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to) { int bits; bits = 0; if (to->angles[0] != from->angles[0]) bits |= QW_CM_ANGLE1; if (to->angles[1] != from->angles[1]) bits |= QW_CM_ANGLE2; if (to->angles[2] != from->angles[2]) bits |= QW_CM_ANGLE3; if (to->forwardmove != from->forwardmove) bits |= QW_CM_FORWARD; if (to->sidemove != from->sidemove) bits |= QW_CM_SIDE; if (to->upmove != from->upmove) bits |= QW_CM_UP; if (to->buttons != from->buttons) bits |= QW_CM_BUTTONS; if (to->impulse != from->impulse) bits |= QW_CM_IMPULSE; MSG_WriteByte(buf, bits); if (bits & QW_CM_ANGLE1) MSG_WriteAngle16i(buf, to->angles[0]); if (bits & QW_CM_ANGLE2) MSG_WriteAngle16i(buf, to->angles[1]); if (bits & QW_CM_ANGLE3) MSG_WriteAngle16i(buf, to->angles[2]); if (bits & QW_CM_FORWARD) MSG_WriteShort(buf, to->forwardmove); if (bits & QW_CM_SIDE) MSG_WriteShort(buf, to->sidemove); if (bits & QW_CM_UP) MSG_WriteShort(buf, to->upmove); if (bits & QW_CM_BUTTONS) MSG_WriteByte(buf, to->buttons); if (bits & QW_CM_IMPULSE) MSG_WriteByte(buf, to->impulse); MSG_WriteByte(buf, to->msec); } /* ============== CL_SendMove ============== */ extern cvar_t cl_netinputpacketspersecond; void CL_SendMove(void) { int i, j, packetloss; int bits; int impulse; sizebuf_t buf; unsigned char data[128]; static double lastsendtime = 0; #define MOVEAVERAGING 0 #if MOVEAVERAGING static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation #endif float forwardmove, sidemove, upmove; // if playing a demo, do nothing if (!cls.netcon) return; #if MOVEAVERAGING // accumulate changes between messages accumforwardmove += cl.cmd.forwardmove; accumsidemove += cl.cmd.sidemove; accumupmove += cl.cmd.upmove; accumtotal++; #endif if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD) { if (!cl.movement_needupdate) return; cl.movement_needupdate = false; } else { double packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100); // don't send too often or else network connections can get clogged by a high renderer framerate if (realtime < lastsendtime + packettime) return; // don't let it fall behind if CL_SendMove hasn't been called recently // (such is the case when framerate is too low for instance) lastsendtime = max(lastsendtime + packettime, realtime); } #if MOVEAVERAGING // average the accumulated changes accumtotal = 1.0f / accumtotal; forwardmove = accumforwardmove * accumtotal; sidemove = accumsidemove * accumtotal; upmove = accumupmove * accumtotal; accumforwardmove = 0; accumsidemove = 0; accumupmove = 0; accumtotal = 0; #else // use the latest values forwardmove = cl.cmd.forwardmove; sidemove = cl.cmd.sidemove; upmove = cl.cmd.upmove; #endif if (cls.signon == SIGNONS) CL_UpdatePrydonCursor(); buf.maxsize = 128; buf.cursize = 0; buf.data = data; // set button bits // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button bits = 0; if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2; if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2; if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2; if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2; if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2; if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2; if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2; if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2; if (in_use.state & 3) bits |= 256;in_use.state &= ~2; if (key_dest != key_game || key_consoleactive) bits |= 512; if (cl_prydoncursor.integer) bits |= 1024; if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2; if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2; if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2; if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2; if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2; if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2; if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2; if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2; // button bits 19-31 unused currently // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen if (cl.cmd.cursor_screen[0] <= -1) bits |= 8; if (cl.cmd.cursor_screen[0] >= 1) bits |= 16; if (cl.cmd.cursor_screen[1] <= -1) bits |= 32; if (cl.cmd.cursor_screen[1] >= 1) bits |= 64; impulse = in_impulse; in_impulse = 0; csqc_buttons = bits; if (cls.signon == SIGNONS) { // always dump the first two messages, because they may contain leftover inputs from the last level if (++cl.movemessages >= 2) { // send the movement message // PROTOCOL_QUAKE clc_move = 16 bytes total // PROTOCOL_QUAKEDP clc_move = 16 bytes total // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll) if (cls.protocol == PROTOCOL_QUAKEWORLD) { int checksumindex; double msectime; static double oldmsectime; qw_usercmd_t *cmd, *oldcmd; qw_usercmd_t nullcmd; //Con_Printf("code qw_clc_move\n"); i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK; cmd = &cl.qw_moves[i]; memset(&nullcmd, 0, sizeof(nullcmd)); memset(cmd, 0, sizeof(*cmd)); cmd->buttons = bits; cmd->impulse = impulse; cmd->forwardmove = (short)bound(-32768, forwardmove, 32767); cmd->sidemove = (short)bound(-32768, sidemove, 32767); cmd->upmove = (short)bound(-32768, upmove, 32767); VectorCopy(cl.viewangles, cmd->angles); msectime = realtime * 1000; cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255); // ridiculous value rejection (matches qw) if (cmd->msec > 250) cmd->msec = 100; oldmsectime = msectime; CL_ClientMovement_InputQW(cmd); MSG_WriteByte(&buf, qw_clc_move); // save the position for a checksum byte checksumindex = buf.cursize; MSG_WriteByte(&buf, 0); // packet loss percentage for (j = 0, packetloss = 0;j < 100;j++) packetloss += cls.netcon->packetlost[j]; MSG_WriteByte(&buf, packetloss); // write most recent 3 moves i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK; cmd = &cl.qw_moves[i]; QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd); oldcmd = cmd; i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK; cmd = &cl.qw_moves[i]; QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd); oldcmd = cmd; i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK; cmd = &cl.qw_moves[i]; QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd); // calculate the checksum buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence); // if delta compression history overflows, request no delta if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1) cl.qw_validsequence = 0; // request delta compression if appropriate if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording) { cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence; MSG_WriteByte(&buf, qw_clc_delta); MSG_WriteByte(&buf, cl.qw_validsequence & 255); } else cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1; } else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE) { // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 3 bytes for (i = 0;i < 3;i++) MSG_WriteAngle8i (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 2 bytes MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, impulse); CL_ClientMovement_Input((bits & 2) != 0, false); } else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3) { // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 12 bytes for (i = 0;i < 3;i++) MSG_WriteAngle32f (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 2 bytes MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, impulse); CL_ClientMovement_Input((bits & 2) != 0, false); } else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5) { // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 6 bytes for (i = 0;i < 3;i++) MSG_WriteAngle16i (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 2 bytes MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, impulse); CL_ClientMovement_Input((bits & 2) != 0, false); } else { // 5 bytes MSG_WriteByte (&buf, clc_move); if (cls.protocol != PROTOCOL_DARKPLACES6) { if (cl_movement.integer) { cl.movesequence++; MSG_WriteLong (&buf, cl.movesequence); } else MSG_WriteLong (&buf, 0); } MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times // 6 bytes for (i = 0;i < 3;i++) MSG_WriteAngle16i (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 5 bytes MSG_WriteLong (&buf, bits); MSG_WriteByte (&buf, impulse); // PRYDON_CLIENTCURSOR // 30 bytes MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f)); MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f)); MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]); MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]); MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]); MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber); // FIXME: bits & 16 is +button5, Nexuiz specific CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0); } } if (cls.protocol != PROTOCOL_QUAKEWORLD) { // ack the last few frame numbers // (redundent to improve handling of client->server packet loss) // for LATESTFRAMENUMS == 3 case this is 15 bytes for (i = 0;i < LATESTFRAMENUMS;i++) { if (cl.latestframenums[i] > 0) { if (developer_networkentities.integer >= 1) Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]); MSG_WriteByte(&buf, clc_ackframe); MSG_WriteLong(&buf, cl.latestframenums[i]); } } } // PROTOCOL_DARKPLACES6 = 67 bytes per packet // PROTOCOL_DARKPLACES7 = 71 bytes per packet } if (cls.protocol != PROTOCOL_QUAKEWORLD) { // acknowledge any recently received data blocks for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++) { MSG_WriteByte(&buf, clc_ackdownloaddata); MSG_WriteLong(&buf, cls.dp_downloadack[i].start); MSG_WriteShort(&buf, cls.dp_downloadack[i].size); cls.dp_downloadack[i].start = 0; cls.dp_downloadack[i].size = 0; } } // send the reliable message (forwarded commands) if there is one NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); if (cls.netcon->message.overflowed) { Con_Print("CL_SendMove: lost server connection\n"); CL_Disconnect(); Host_ShutdownServer(); } } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward"); Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward"); Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward"); Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward"); Cmd_AddCommand ("+left",IN_LeftDown, "turn left"); Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left"); Cmd_AddCommand ("+right",IN_RightDown, "turn right"); Cmd_AddCommand ("-right",IN_RightUp, "stop turning right"); Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward"); Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward"); Cmd_AddCommand ("+back",IN_BackDown, "move backward"); Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward"); Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward"); Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward"); Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward"); Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward"); Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n"); Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode"); Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left"); Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left"); Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right"); Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right"); Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)"); Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode"); Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing"); Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing"); Cmd_AddCommand ("+jump", IN_JumpDown, "jump"); Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)"); Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)"); Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view"); Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode"); Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view"); Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode"); // LordHavoc: added use button Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)"); Cmd_AddCommand ("-use", IN_UseUp, "stop using something"); // LordHavoc: added 6 new buttons Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)"); Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3"); Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)"); Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4"); Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)"); Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5"); Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)"); Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6"); Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)"); Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7"); Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)"); Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8"); Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)"); Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9"); Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)"); Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10"); Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)"); Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11"); Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)"); Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12"); Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)"); Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13"); Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)"); Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14"); Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)"); Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15"); Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)"); Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16"); // LordHavoc: added bestweapon command Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)"); Cvar_RegisterVariable(&cl_movement); Cvar_RegisterVariable(&cl_movement_latency); Cvar_RegisterVariable(&cl_movement_maxspeed); Cvar_RegisterVariable(&cl_movement_maxairspeed); Cvar_RegisterVariable(&cl_movement_stopspeed); Cvar_RegisterVariable(&cl_movement_friction); Cvar_RegisterVariable(&cl_movement_edgefriction); Cvar_RegisterVariable(&cl_movement_stepheight); Cvar_RegisterVariable(&cl_movement_airaccelerate); Cvar_RegisterVariable(&cl_movement_accelerate); Cvar_RegisterVariable(&cl_movement_jumpvelocity); Cvar_RegisterVariable(&cl_movement_airaccel_qw); Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction); Cvar_RegisterVariable(&cl_gravity); Cvar_RegisterVariable(&cl_slowmo); Cvar_RegisterVariable(&in_pitch_min); Cvar_RegisterVariable(&in_pitch_max); Cvar_RegisterVariable(&m_filter); Cvar_RegisterVariable(&cl_netinputpacketspersecond); Cvar_RegisterVariable(&cl_nodelta); }