X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_input.c;h=85bfd8b0c08c4f5f3e64e4d4936b727ec3e88a07;hp=21f084ff820047266da4dffe4f9ec72a314f2715;hb=6824d8ddc8a43cae0609be5bbe8bee01fa1a4225;hpb=e4b3858e7aca0ead91be1d8f675db084d025abad diff --git a/cl_input.c b/cl_input.c index 21f084ff..85bfd8b0 100644 --- a/cl_input.c +++ b/cl_input.c @@ -8,7 +8,7 @@ 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. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -49,7 +49,7 @@ 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_use, in_jump, in_attack; +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; @@ -59,8 +59,8 @@ int in_impulse; void KeyDown (kbutton_t *b) { - int k; - char *c; + int k; + const char *c; c = Cmd_Argv(1); if (c[0]) @@ -70,17 +70,17 @@ void KeyDown (kbutton_t *b) 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_Printf ("Three keys down for a button!\n"); + Con_Print("Three keys down for a button!\n"); return; } - + if (b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down @@ -88,9 +88,9 @@ void KeyDown (kbutton_t *b) void KeyUp (kbutton_t *b) { - int k; - char *c; - + int k; + const char *c; + c = Cmd_Argv(1); if (c[0]) k = atoi(c); @@ -119,10 +119,11 @@ void KeyUp (kbutton_t *b) 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_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);} @@ -153,16 +154,23 @@ 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_UseDown (void) {KeyDown(&in_use);} -void IN_UseUp (void) {KeyUp(&in_use);} +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_JumpDown (void) {KeyDown(&in_jump);} void IN_JumpUp (void) {KeyUp(&in_jump);} @@ -182,12 +190,12 @@ 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) @@ -218,7 +226,7 @@ float CL_KeyState (kbutton_t *key) } key->state &= 1; // clear impulses - + return val; } @@ -227,17 +235,35 @@ float CL_KeyState (kbutton_t *key) //========================================================================== -cvar_t cl_upspeed = {"cl_upspeed","200"}; -cvar_t cl_forwardspeed = {"cl_forwardspeed","200", true}; -cvar_t cl_backspeed = {"cl_backspeed","200", true}; -cvar_t cl_sidespeed = {"cl_sidespeed","350"}; +cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"}; +cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"}; +cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"}; +cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"}; + +cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"}; + +cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"}; +cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"}; + +cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"}; -cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"}; +cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"}; +cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"}; +cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"}; +cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"}; +cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"}; +cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"}; +cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"}; +cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"}; +cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"}; +cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"}; +cvar_t cl_gravity = {0, "cl_gravity", "800"}; +cvar_t cl_slowmo = {0, "cl_slowmo", "1"}; -cvar_t cl_yawspeed = {"cl_yawspeed","140"}; -cvar_t cl_pitchspeed = {"cl_pitchspeed","150"}; +cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70 +cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80 -cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"}; +cvar_t m_filter = {CVAR_SAVE, "m_filter","0"}; /* @@ -251,17 +277,16 @@ void CL_AdjustAngles (void) { float speed; float up, down; - + if (in_speed.state & 1) - speed = cl.frametime * cl_anglespeedkey.value; + speed = host_realframetime * cl_anglespeedkey.value; else - speed = cl.frametime; + speed = host_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); - cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]); } if (in_klook.state & 1) { @@ -269,176 +294,690 @@ void CL_AdjustAngles (void) 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 (); - // LordHavoc: changed from 80 to 90 (straight up) - if (cl.viewangles[PITCH] > 90) - cl.viewangles[PITCH] = 90; - // LordHavoc: changed from -70 to -90 (straight down) - if (cl.viewangles[PITCH] < -90) - cl.viewangles[PITCH] = -90; - - if (cl.viewangles[ROLL] > 50) - cl.viewangles[ROLL] = 50; - if (cl.viewangles[ROLL] < -50) - cl.viewangles[ROLL] = -50; - + 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_BaseMove +CL_Move Send the intended movement message to the server ================ */ -void CL_BaseMove (usercmd_t *cmd) -{ - if (cls.signon != SIGNONS) - return; - +void CL_Move (void) +{ + vec3_t temp; + 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 (); - - memset (cmd, 0, sizeof(*cmd)); - + + // get basic movement from keyboard + // PRYDON_CLIENTCURSOR needs to survive basemove resets + VectorCopy (cl.cmd.cursor_screen, temp); + memset (&cl.cmd, 0, sizeof(cl.cmd)); + VectorCopy (temp, cl.cmd.cursor_screen); + if (in_strafe.state & 1) { - cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right); - cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left); + cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right); + cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left); } - cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright); - cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft); + cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright); + cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft); - cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up); - cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down); + 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) ) - { - cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward); - cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back); - } - -// -// adjust for speed key -// + { + 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) { - cmd->forwardmove *= cl_movespeedkey.value; - cmd->sidemove *= cl_movespeedkey.value; - cmd->upmove *= cl_movespeedkey.value; + 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 (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 * cl.viewzoom; + if (noclip_anglehack) + cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom; + else + cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom; + } + 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 * cl.viewzoom; + 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 * cl.viewzoom; + } + } + + // clamp after the move to prevent rendering with bad angles + CL_AdjustAngles (); +} + +#include "cl_collision.h" + +extern void V_CalcRefdef(void); +void CL_UpdatePrydonCursor(void) +{ + vec3_t temp, scale; + + 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; + + scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0); + scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0); + scale[2] = 1; + + // trace distance + VectorScale(scale, 1000000, scale); + + // calculate current view matrix + V_CalcRefdef(); + VectorClear(temp); + Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start); + VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]); + Matrix4x4_Transform(&r_refdef.viewentitymatrix, 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); + // makes sparks where cursor is + //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0); } +void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch) +{ + int i; + int n; + // 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 + { + double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0; + for (i = 0;i < n;i++) + if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime) + cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; + } + // add to input queue if there is room + if (cl_movement.integer && 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_latency.value / 1000.0; + cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[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 = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission; + // clear queue if client movement is disabled + if (!cl.movement) + cl.movement_numqueue = 0; + cl.movement_replay = true; +} +void CL_ClientMovement_Replay(void) +{ + int i; + int bump; + int contents; + int crouch; + int onground; + double edgefriction; + double frametime; + double t; + vec_t wishspeed; + vec_t addspeed; + vec_t accelspeed; + vec_t f; + vec_t *playermins; + vec_t *playermaxs; + vec3_t currentorigin; + vec3_t currentvelocity; + vec3_t forward; + vec3_t right; + vec3_t up; + vec3_t wishvel; + vec3_t wishdir; + vec3_t neworigin; + vec3_t currentorigin2; + vec3_t neworigin2; + vec3_t yawangles; + trace_t trace; + trace_t trace2; + trace_t trace3; + if (!cl.movement_replay) + return; + cl.movement_replay = false; + + // fetch current starting values + VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin); + VectorCopy(cl.mvelocity[0], currentvelocity); + // FIXME: try minor nudges in various directions if startsolid to find a + // safe place to start the walk (due to network compression in some + // protocols this starts in solid) + //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor + crouch = false; // this will be updated on first move + + // check if onground + VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1); + VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1); + trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); + onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7; + //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++) + { + client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1); + frametime = q->frametime; + //Con_Printf(" %f", frametime); + //if (frametime > 0) + { + if (q->crouch) + { + // wants to crouch, this always works... + if (!crouch) + crouch = true; + } + else + { + // wants to stand, if currently crouching we need to check for a + // low ceiling first + if (crouch) + { + trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); + if (!trace.startsolid) + crouch = false; + } + } + if (crouch) + { + playermins = cl_playercrouchmins; + playermaxs = cl_playercrouchmaxs; + } + else + { + playermins = cl_playerstandmins; + playermaxs = cl_playerstandmaxs; + } + // change velocity according to q->viewangles and q->move + contents = CL_PointSuperContents(currentorigin); + if (contents & SUPERCONTENTS_LIQUIDSMASK) + { + // swim + AngleVectors(q->viewangles, forward, right, up); + VectorSet(up, 0, 0, 1); + VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel); + wishspeed = VectorLength(wishvel); + if (wishspeed) + VectorScale(wishvel, 1 / wishspeed, wishdir); + else + VectorSet( wishdir, 0.0, 0.0, 0.0 ); + wishspeed = min(wishspeed, cl_movement_maxspeed.value); + if (crouch) + wishspeed *= 0.5; + wishspeed *= 0.6; + VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity); + f = wishspeed - DotProduct(currentvelocity, wishdir); + if (f > 0) + { + f = min(f, cl_movement_accelerate.value * frametime * wishspeed); + VectorMA(currentvelocity, f, wishdir, currentvelocity); + } + if (q->jump) + { + if (contents & SUPERCONTENTS_LAVA) + currentvelocity[2] = 50; + else if (contents & SUPERCONTENTS_SLIME) + currentvelocity[2] = 80; + else + { + if (gamemode == GAME_NEXUIZ) + currentvelocity[2] = 200; + else + currentvelocity[2] = 100; + } + } + } + else + { + // walk + if (onground && q->jump) + { + currentvelocity[2] += cl_movement_jumpvelocity.value; + onground = false; + } + VectorSet(yawangles, 0, q->viewangles[1], 0); + AngleVectors(yawangles, forward, right, up); + VectorMAM(q->move[0], forward, q->move[1], right, wishvel); + wishspeed = VectorLength(wishvel); + if (wishspeed) + VectorScale(wishvel, 1 / wishspeed, wishdir); + else + VectorSet( wishdir, 0.0, 0.0, 0.0 ); + wishspeed = min(wishspeed, cl_movement_maxspeed.value); + if (crouch) + wishspeed *= 0.5; + // check if onground + if (onground) + { + // apply ground friction + f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]); + edgefriction = 1; + if (f > 0) + { + VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]); + VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34); + trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); + if (trace.fraction == 1) + edgefriction = cl_movement_edgefriction.value; + } + // apply friction + f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value; + f = max(f, 0); + VectorScale(currentvelocity, f, currentvelocity); + } + else + { + // apply air speed limit + wishspeed = min(wishspeed, cl_movement_maxairspeed.value); + } + if (gamemode == GAME_NEXUIZ) + addspeed = wishspeed; + else + addspeed = wishspeed - DotProduct(currentvelocity, wishdir); + if (addspeed > 0) + { + accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed); + VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity); + } + currentvelocity[2] -= cl_gravity.value * frametime; + } + } + //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4)) + { + if (crouch) + { + playermins = cl_playercrouchmins; + playermaxs = cl_playercrouchmaxs; + } + else + { + playermins = cl_playerstandmins; + playermaxs = cl_playerstandmaxs; + } + onground = false; + for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++) + { + VectorMA(currentorigin, t, currentvelocity, neworigin); + trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | 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, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value); + VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value); + trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true); + // then move down from there + VectorCopy(trace2.endpos, currentorigin2); + VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]); + trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | 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); + } + } + if (trace.fraction == 1) + { + VectorCopy(trace.endpos, currentorigin); + break; + } + if (trace.plane.normal[2] > 0.7) + onground = true; + t *= 1 - trace.fraction; + if (trace.fraction >= 0.001) + VectorCopy(trace.endpos, currentorigin); + f = DotProduct(currentvelocity, trace.plane.normal); + VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity); + } + } + } + // store replay location + VectorCopy(cl.movement_origin, cl.movement_oldorigin); + VectorCopy(currentorigin, cl.movement_origin); + VectorCopy(currentvelocity, cl.movement_velocity); + //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin); + //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0); +} /* ============== CL_SendMove ============== */ -void CL_SendMove (usercmd_t *cmd) +void CL_SendMove(void) { - int i; - int bits; - sizebuf_t buf; - byte data[128]; - static double lastmovetime; + int i; + int bits; + sizebuf_t buf; + unsigned char data[128]; +#define MOVEAVERAGING 0 +#if MOVEAVERAGING static float forwardmove, sidemove, upmove, total; // accumulation - - forwardmove += cmd->forwardmove; - sidemove += cmd->sidemove; - upmove += cmd->upmove; +#else + float forwardmove, sidemove, upmove; +#endif + +#if MOVEAVERAGING + // accumulate changes between messages + forwardmove += cl.cmd.forwardmove; + sidemove += cl.cmd.sidemove; + upmove += cl.cmd.upmove; total++; - // LordHavoc: cap outgoing movement messages to sys_ticrate - if ((cl.maxclients > 1) && (realtime - lastmovetime < sys_ticrate.value)) +#endif + if (cls.signon != SIGNONS) return; - lastmovetime = realtime; - // average what has happened during this time +#if MOVEAVERAGING + // average the accumulated changes total = 1.0f / total; forwardmove *= total; sidemove *= total; upmove *= total; total = 0; +#else + // use the latest values + forwardmove = cl.cmd.forwardmove; + sidemove = cl.cmd.sidemove; + upmove = cl.cmd.upmove; +#endif + + CL_UpdatePrydonCursor(); buf.maxsize = 128; buf.cursize = 0; buf.data = data; - - cl.cmd = *cmd; - -// -// send the movement message -// - MSG_WriteByte (&buf, clc_move); - - MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times - if (dpprotocol) - { - for (i=0 ; i<3 ; i++) - MSG_WritePreciseAngle (&buf, cl.viewangles[i]); - } - else + // 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; + // button bits 11-31 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; + + // always dump the first two messages, because they may contain leftover inputs from the last level + if (++cl.movemessages >= 2) { - for (i=0 ; i<3 ; i++) - MSG_WriteAngle (&buf, cl.viewangles[i]); + // 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 + if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.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, in_impulse); + } + else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.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, in_impulse); + } + else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.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, in_impulse); + } + else + { + // 5 bytes + MSG_WriteByte (&buf, clc_move); + if (cl.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, in_impulse); + // PRYDON_CLIENTCURSOR + // 30 bytes + MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f); + MSG_WriteShort (&buf, 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); + } } - - MSG_WriteShort (&buf, forwardmove); - MSG_WriteShort (&buf, sidemove); - MSG_WriteShort (&buf, upmove); +#if MOVEAVERAGING forwardmove = sidemove = upmove = 0; -// -// send button bits -// - bits = 0; - - if ( in_attack.state & 3 ) - bits |= 1; - in_attack.state &= ~2; - - if (in_jump.state & 3) - bits |= 2; - in_jump.state &= ~2; - // LordHavoc: added 6 new buttons - 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; - - MSG_WriteByte (&buf, bits); - - MSG_WriteByte (&buf, in_impulse); +#endif in_impulse = 0; -// -// deliver the message -// + // 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 + + // deliver the message if (cls.demoplayback) return; - -// -// always dump the first two messages, because they may contain leftover inputs from the last level -// - if (++cl.movemessages <= 2) + // nothing to send + if (!buf.cursize) return; - if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) + // FIXME: bits & 16 is +button5, Nexuiz specific + CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0); + + if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1) { - Con_Printf ("CL_SendMove: lost server connection\n"); - CL_Disconnect (); + Con_Print("CL_SendMove: lost server connection\n"); + CL_Disconnect(); + Host_ShutdownServer(false); } } @@ -475,8 +1014,6 @@ void CL_InitInput (void) Cmd_AddCommand ("-speed", IN_SpeedUp); Cmd_AddCommand ("+attack", IN_AttackDown); Cmd_AddCommand ("-attack", IN_AttackUp); - Cmd_AddCommand ("+use", IN_UseDown); - Cmd_AddCommand ("-use", IN_UseUp); Cmd_AddCommand ("+jump", IN_JumpDown); Cmd_AddCommand ("-jump", IN_JumpUp); Cmd_AddCommand ("impulse", IN_Impulse); @@ -485,6 +1022,10 @@ void CL_InitInput (void) Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); + // LordHavoc: added use button + Cmd_AddCommand ("+use", IN_UseDown); + Cmd_AddCommand ("-use", IN_UseUp); + // LordHavoc: added 6 new buttons Cmd_AddCommand ("+button3", IN_Button3Down); Cmd_AddCommand ("-button3", IN_Button3Up); @@ -498,4 +1039,22 @@ void CL_InitInput (void) Cmd_AddCommand ("-button7", IN_Button7Up); Cmd_AddCommand ("+button8", IN_Button8Down); Cmd_AddCommand ("-button8", IN_Button8Up); + + 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_accelerate); + Cvar_RegisterVariable(&cl_movement_jumpvelocity); + Cvar_RegisterVariable(&cl_gravity); + Cvar_RegisterVariable(&cl_slowmo); + + Cvar_RegisterVariable(&in_pitch_min); + Cvar_RegisterVariable(&in_pitch_max); + Cvar_RegisterVariable(&m_filter); } +