2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
305 void IN_CycleWeapon (void)
309 qboolean found = false;
313 Con_Printf("bestweapon requires 1 or more parameters\n");
316 for (i = 1;i < Cmd_Argc();i++)
319 // figure out which weapon this character refers to
320 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 if (!strcmp(in_bestweapon_info[n].name, t))
324 // we found out what weapon this character refers to
325 // check if the inventory contains the weapon and enough ammo
326 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 // we found one of the weapons the player wanted
333 in_impulse = in_bestweapon_info[n].impulse;
336 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
342 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
346 in_impulse = in_bestweapon_info[first].impulse;
349 // if we couldn't find any of the weapons, there's nothing more we can do...
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
363 float CL_KeyState (kbutton_t *key)
366 qboolean impulsedown, impulseup, down;
368 impulsedown = (key->state & 2) != 0;
369 impulseup = (key->state & 4) != 0;
370 down = (key->state & 1) != 0;
373 if (impulsedown && !impulseup)
376 val = 0.5; // pressed and held this frame
378 val = 0; // I_Error ();
380 if (impulseup && !impulsedown)
383 val = 0; // I_Error ();
385 val = 0; // released this frame
387 if (!impulsedown && !impulseup)
390 val = 1.0; // held the entire frame
392 val = 0; // up the entire frame
394 if (impulsedown && impulseup)
397 val = 0.75; // released and re-pressed this frame
399 val = 0.25; // pressed and released this frame
402 key->state &= 1; // clear impulses
410 //==========================================================================
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
435 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
439 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
454 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
455 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459 extern cvar_t v_flipped;
465 Moves the local angle positions
468 void CL_AdjustAngles (void)
473 if (in_speed.state & 1)
474 speed = cl.realframetime * cl_anglespeedkey.value;
476 speed = cl.realframetime;
478 if (!(in_strafe.state & 1))
480 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
483 if (in_klook.state & 1)
486 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
490 up = CL_KeyState (&in_lookup);
491 down = CL_KeyState(&in_lookdown);
493 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501 if (cl.viewangles[YAW] >= 180)
502 cl.viewangles[YAW] -= 360;
503 if (cl.viewangles[PITCH] >= 180)
504 cl.viewangles[PITCH] -= 360;
505 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
509 int cl_ignoremousemoves = 2;
515 Send the intended movement message to the server
521 static float old_mouse_x = 0, old_mouse_y = 0;
523 // clamp before the move to prevent starting with bad angles
526 if(v_flipped.integer)
527 cl.viewangles[YAW] = -cl.viewangles[YAW];
529 // reset some of the command fields
530 cl.cmd.forwardmove = 0;
534 // get basic movement from keyboard
535 if (in_strafe.state & 1)
537 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
544 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
547 if (! (in_klook.state & 1) )
549 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
553 // adjust for speed key
554 if (in_speed.state & 1)
556 cl.cmd.forwardmove *= cl_movespeedkey.value;
557 cl.cmd.sidemove *= cl_movespeedkey.value;
558 cl.cmd.upmove *= cl_movespeedkey.value;
561 // allow mice or other external controllers to add to the move
564 // apply m_accelerate if it is on
565 if(m_accelerate.value > 1)
567 static float averagespeed = 0;
568 float speed, f, mi, ma;
570 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571 if(m_accelerate_filter.value > 0)
572 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
575 averagespeed = speed * f + averagespeed * (1 - f);
577 mi = max(1, m_accelerate_minspeed.value);
578 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
580 if(averagespeed <= mi)
584 else if(averagespeed >= ma)
586 f = m_accelerate.value;
591 f = log(averagespeed);
598 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
605 // apply m_filter if it is on
608 if (m_filter.integer)
610 in_mouse_x = (mx + old_mouse_x) * 0.5;
611 in_mouse_y = (my + old_mouse_y) * 0.5;
616 // ignore a mouse move if mouse was activated/deactivated this frame
617 if (cl_ignoremousemoves)
619 cl_ignoremousemoves--;
620 in_mouse_x = old_mouse_x = 0;
621 in_mouse_y = old_mouse_y = 0;
624 // if not in menu, apply mouse move to viewangles/movement
625 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
627 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628 if (cl_prydoncursor.integer > 0)
630 // mouse interacting with the scene, mostly stationary view
632 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
635 else if (in_strafe.state & 1)
637 // strafing mode, all looking is movement
639 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640 if (noclip_anglehack)
641 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
643 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
645 else if ((in_mlook.state & 1) || freelook.integer)
647 // mouselook, lookstrafe causes turning to become strafing
649 if (lookstrafe.integer)
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
652 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
657 // non-mouselook, yaw turning and forward/back movement
658 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
662 else // don't pitch drift when csqc is controlling the mouse
665 if(v_flipped.integer)
667 cl.viewangles[YAW] = -cl.viewangles[YAW];
668 cl.cmd.sidemove = -cl.cmd.sidemove;
671 // clamp after the move to prevent rendering with bad angles
674 if(cl_movecliptokeyboard.integer)
677 if (in_speed.state & 1)
678 f *= cl_movespeedkey.value;
679 if(cl_movecliptokeyboard.integer == 2)
681 // digital direction, analog amount
682 vec_t wishvel_x, wishvel_y;
683 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684 wishvel_x = fabs(cl.cmd.forwardmove);
685 wishvel_y = fabs(cl.cmd.sidemove);
686 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
688 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689 if(wishvel_x >= 2 * wishvel_y)
692 if(cl.cmd.forwardmove > 0)
693 cl.cmd.forwardmove = wishspeed;
695 cl.cmd.forwardmove = -wishspeed;
698 else if(wishvel_y >= 2 * wishvel_x)
701 cl.cmd.forwardmove = 0;
702 if(cl.cmd.sidemove > 0)
703 cl.cmd.sidemove = wishspeed;
705 cl.cmd.sidemove = -wishspeed;
710 if(cl.cmd.forwardmove > 0)
711 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
713 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714 if(cl.cmd.sidemove > 0)
715 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
717 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
721 else if(cl_movecliptokeyboard.integer)
723 // digital direction, digital amount
724 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725 cl.cmd.sidemove = cl_sidespeed.value * f;
726 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727 cl.cmd.sidemove = -cl_sidespeed.value * f;
730 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733 cl.cmd.forwardmove = -cl_backspeed.value * f;
735 cl.cmd.forwardmove = 0;
740 #include "cl_collision.h"
742 void CL_UpdatePrydonCursor(void)
746 if (cl_prydoncursor.integer <= 0)
747 VectorClear(cl.cmd.cursor_screen);
750 if (cl.cmd.cursor_screen[0] < -1)
752 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753 cl.cmd.cursor_screen[0] = -1;
755 if (cl.cmd.cursor_screen[0] > 1)
757 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758 cl.cmd.cursor_screen[0] = 1;
760 if (cl.cmd.cursor_screen[1] < -1)
762 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763 cl.cmd.cursor_screen[1] = -1;
765 if (cl.cmd.cursor_screen[1] > 1)
767 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768 cl.cmd.cursor_screen[1] = 1;
771 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773 cl.cmd.cursor_screen[2] = 1;
775 // calculate current view matrix
776 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777 // calculate direction vector of cursor in viewspace by using frustum slopes
778 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
779 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780 // trace from view origin to the cursor
781 if (cl_prydoncursor_notrace.integer)
783 cl.cmd.cursor_fraction = 1.0f;
784 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785 VectorClear(cl.cmd.cursor_normal);
786 cl.cmd.cursor_entitynumber = 0;
789 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);
792 typedef enum waterlevel_e
801 typedef struct cl_clientmovement_state_s
806 // current bounding box (different if crouched vs standing)
809 // currently on the ground
811 // currently crouching
813 // what kind of water (SUPERCONTENTS_LAVA for instance)
816 waterlevel_t waterlevel;
817 // weird hacks when jumping out of water
818 // (this is in seconds and counts down to 0)
824 cl_clientmovement_state_t;
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
829 // 1 no nudge (just return the original if this test passes)
830 { 0.000, 0.000, 0.000},
832 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
833 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
834 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
835 // 4 diagonal flat nudges
836 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
837 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
838 // 8 diagonal upward nudges
839 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
840 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
841 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
842 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
843 // 8 diagonal downward nudges
844 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
845 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
846 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
854 for (i = 0;i < NUMOFFSETS;i++)
856 VectorAdd(offsets[i], s->origin, neworigin);
857 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
859 VectorCopy(neworigin, s->origin);
863 // if all offsets failed, give up
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
869 vec3_t origin1, origin2;
872 // make sure player is not stuck
873 CL_ClientMovement_Unstick(s);
878 // wants to crouch, this always works..
884 // wants to stand, if currently crouching we need to check for a
888 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889 if (!trace.startsolid)
895 VectorCopy(cl.playercrouchmins, s->mins);
896 VectorCopy(cl.playercrouchmaxs, s->maxs);
900 VectorCopy(cl.playerstandmins, s->mins);
901 VectorCopy(cl.playerstandmaxs, s->maxs);
905 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
910 // set watertype/waterlevel
911 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912 s->waterlevel = WATERLEVEL_NONE;
913 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
916 s->waterlevel = WATERLEVEL_WETFEET;
917 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
920 s->waterlevel = WATERLEVEL_SWIMMING;
921 origin1[2] = s->origin[2] + 22;
922 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923 s->waterlevel = WATERLEVEL_SUBMERGED;
927 // water jump prediction
928 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929 s->waterjumptime = 0;
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
938 vec3_t currentorigin2;
940 vec3_t primalvelocity;
944 CL_ClientMovement_UpdateStatus(s);
945 VectorCopy(s->velocity, primalvelocity);
946 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
948 VectorMA(s->origin, t, s->velocity, neworigin);
949 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
952 // may be a step or wall, try stepping up
953 // first move forward at a higher level
954 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957 if (!trace2.startsolid)
959 // then move down from there
960 VectorCopy(trace2.endpos, currentorigin2);
961 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963 //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]);
964 // accept the new trace if it made some progress
965 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
968 VectorCopy(trace3.endpos, trace.endpos);
973 // check if it moved at all
974 if (trace.fraction >= 0.001)
975 VectorCopy(trace.endpos, s->origin);
977 // check if it moved all the way
978 if (trace.fraction == 1)
981 //if (trace.plane.normal[2] > 0.7)
982 // s->onground = true;
984 t -= t * trace.fraction;
986 f = DotProduct(s->velocity, trace.plane.normal);
987 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
989 if (s->waterjumptime > 0)
990 VectorCopy(primalvelocity, s->velocity);
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1001 // water jump only in certain situations
1002 // this mimics quakeworld code
1003 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1008 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009 AngleVectors(yawangles, forward, NULL, NULL);
1010 VectorMA(s->origin, 24, forward, spot);
1012 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1015 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1017 VectorScale(forward, 50, s->velocity);
1018 s->velocity[2] = 310;
1019 s->waterjumptime = 2;
1020 s->onground = false;
1021 s->cmd.canjump = false;
1026 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1028 // drift towards bottom
1029 VectorSet(wishvel, 0, 0, -60);
1037 // calculate movement vector
1038 AngleVectors(s->cmd.viewangles, forward, right, up);
1039 VectorSet(up, 0, 0, 1);
1040 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1043 // split wishvel into wishspeed and wishdir
1044 wishspeed = VectorLength(wishvel);
1046 VectorScale(wishvel, 1 / wishspeed, wishdir);
1048 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1054 if (s->waterjumptime <= 0)
1057 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1059 VectorScale(s->velocity, f, s->velocity);
1061 // water acceleration
1062 f = wishspeed - DotProduct(s->velocity, wishdir);
1065 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066 VectorMA(s->velocity, f, wishdir, s->velocity);
1069 // holding jump button swims upward slowly
1072 if (s->watertype & SUPERCONTENTS_LAVA)
1073 s->velocity[2] = 50;
1074 else if (s->watertype & SUPERCONTENTS_SLIME)
1075 s->velocity[2] = 80;
1078 if (gamemode == GAME_NEXUIZ)
1079 s->velocity[2] = 200;
1081 s->velocity[2] = 100;
1086 CL_ClientMovement_Move(s);
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1091 if(forward == 0 && side == 0)
1092 return 0; // avoid division by zero
1093 angle -= RAD2DEG(atan2(side, forward));
1094 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1099 return 1 - fabs(angle);
1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1118 return a * pow(fabs(b / a), lerp);
1121 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1123 vec_t zspeed, speed, dot, k;
1126 // this doesn't play well with analog input
1127 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1131 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1136 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1138 zspeed = s->velocity[2];
1140 speed = VectorNormalizeLength(s->velocity);
1142 dot = DotProduct(s->velocity, wishdir);
1144 if(dot > 0) { // we can't change direction while slowing down
1145 k *= cl.movevars_aircontrol*pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1147 VectorNormalize(s->velocity);
1150 VectorScale(s->velocity, speed, s->velocity);
1151 s->velocity[2] = zspeed;
1154 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric)
1161 vec_t vel_xy_current;
1162 vec_t vel_xy_backward, vel_xy_forward;
1163 qboolean speedclamp;
1165 speedclamp = (accelqw < 0);
1169 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1170 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1172 vel_straight = DotProduct(s->velocity, wishdir);
1173 vel_z = s->velocity[2];
1174 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1175 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1177 step = accel * s->cmd.frametime * wishspeed0;
1179 vel_xy_current = VectorLength(vel_xy);
1180 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1181 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1182 if(vel_xy_backward < 0)
1183 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1185 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1187 if(sidefric < 0 && VectorLength2(vel_perpend))
1188 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1191 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1192 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1194 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1195 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1196 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1197 // obviously, this cannot be
1199 VectorScale(vel_perpend, f, vel_perpend);
1203 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1207 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1209 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1213 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1214 if(vel_xy_current > 0) // prevent division by zero
1216 VectorNormalize(s->velocity);
1217 VectorScale(s->velocity, vel_xy_current, s->velocity);
1221 s->velocity[2] += vel_z;
1224 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1226 vec3_t curvel, wishvel, acceldir, curdir;
1227 float addspeed, accelspeed, curspeed;
1230 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1231 float bunnyaccel = cl.movevars_warsowbunny_accel;
1232 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1233 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1234 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1239 VectorCopy( s->velocity, curvel );
1241 curspeed = VectorLength( curvel );
1243 if( wishspeed > curspeed * 1.01f )
1245 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1246 if( accelspeed < wishspeed )
1247 wishspeed = accelspeed;
1251 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1254 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1256 VectorScale( wishdir, wishspeed, wishvel );
1257 VectorSubtract( wishvel, curvel, acceldir );
1258 addspeed = VectorNormalizeLength( acceldir );
1260 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1261 if( accelspeed > addspeed )
1262 accelspeed = addspeed;
1264 if( backtosideratio < 1.0f )
1266 VectorNormalize2( curvel, curdir );
1267 dot = DotProduct( acceldir, curdir );
1269 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1272 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1275 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1291 // jump if on ground with jump button pressed but only if it has been
1292 // released at least once since the last jump
1295 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1297 s->velocity[2] += cl.movevars_jumpvelocity;
1298 s->onground = false;
1299 s->cmd.canjump = false;
1303 s->cmd.canjump = true;
1305 // calculate movement vector
1306 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1307 AngleVectors(yawangles, forward, right, up);
1308 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1310 // split wishvel into wishspeed and wishdir
1311 wishspeed = VectorLength(wishvel);
1313 VectorScale(wishvel, 1 / wishspeed, wishdir);
1315 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1316 // check if onground
1319 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1323 // apply edge friction
1324 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1327 friction = cl.movevars_friction;
1328 if (cl.movevars_edgefriction != 1)
1332 // note: QW uses the full player box for the trace, and yet still
1333 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1334 // this mimics it for compatibility
1335 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1336 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1337 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1338 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1340 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1341 if (trace.fraction == 1 && !trace.startsolid)
1342 friction *= cl.movevars_edgefriction;
1344 // apply ground friction
1345 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1347 VectorScale(s->velocity, f, s->velocity);
1349 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1352 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1353 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1355 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1358 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1359 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1360 s->velocity[2] -= gravity * 0.5f;
1362 s->velocity[2] -= gravity;
1363 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1365 if (VectorLength2(s->velocity))
1366 CL_ClientMovement_Move(s);
1367 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1368 s->velocity[2] -= gravity * 0.5f;
1372 if (s->waterjumptime <= 0)
1374 // apply air speed limit
1375 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1376 qboolean accelerating;
1378 accelqw = cl.movevars_airaccel_qw;
1379 wishspeed0 = wishspeed;
1380 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1383 accel = cl.movevars_airaccelerate;
1385 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1386 wishspeed2 = wishspeed;
1389 if(cl.movevars_airstopaccelerate != 0)
1390 if(DotProduct(s->velocity, wishdir) < 0)
1391 accel = cl.movevars_airstopaccelerate;
1392 strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1393 if(cl.movevars_maxairstrafespeed)
1394 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1395 if(cl.movevars_airstrafeaccelerate)
1396 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1397 if(cl.movevars_airstrafeaccel_qw)
1399 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1401 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1403 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1405 if(cl.movevars_maxairstrafespeed)
1407 if(wishspeed > cl.movevars_maxairstrafespeed)
1408 wishspeed = cl.movevars_maxairstrafespeed;
1409 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1411 // otherwise, CPMA-style air acceleration misbehaves a lot
1412 // if partially non-QW acceleration is used (as in, strafing
1413 // would get faster than moving forward straight)
1415 if(cl.movevars_airstrafeaccelerate)
1417 accel = cl.movevars_airstrafeaccelerate;
1418 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1420 // otherwise, CPMA-style air acceleration misbehaves a lot
1421 // if partially non-QW acceleration is used (as in, strafing
1422 // would get faster than moving forward straight)
1427 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1428 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1430 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1432 if(cl.movevars_aircontrol)
1433 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1435 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1436 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1437 s->velocity[2] -= gravity * 0.5f;
1439 s->velocity[2] -= gravity;
1440 CL_ClientMovement_Move(s);
1441 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1442 s->velocity[2] -= gravity * 0.5f;
1446 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1448 //Con_Printf(" %f", frametime);
1450 s->cmd.canjump = true;
1451 s->waterjumptime -= s->cmd.frametime;
1452 CL_ClientMovement_UpdateStatus(s);
1453 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1454 CL_ClientMovement_Physics_Swim(s);
1456 CL_ClientMovement_Physics_Walk(s);
1459 extern cvar_t slowmo;
1460 void CL_UpdateMoveVars(void)
1462 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1466 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1468 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1469 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1470 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1471 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1472 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1473 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1474 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1475 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1476 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1477 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1478 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1479 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1480 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1481 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1482 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1483 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1484 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1485 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1486 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1487 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1488 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1489 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1490 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1491 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1492 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1493 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1494 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1495 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1496 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1497 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1498 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1503 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1504 cl.movevars_timescale = slowmo.value;
1505 cl.movevars_gravity = sv_gravity.value;
1506 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1507 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1508 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1509 cl.movevars_accelerate = cl_movement_accelerate.value;
1510 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1511 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1512 cl.movevars_friction = cl_movement_friction.value;
1513 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1514 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1515 cl.movevars_entgravity = 1;
1516 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1517 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1518 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1519 cl.movevars_stepheight = cl_movement_stepheight.value;
1520 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1521 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1522 cl.movevars_airstopaccelerate = 0;
1523 cl.movevars_airstrafeaccelerate = 0;
1524 cl.movevars_maxairstrafespeed = 0;
1525 cl.movevars_airstrafeaccel_qw = 0;
1526 cl.movevars_aircontrol = 0;
1527 cl.movevars_aircontrol_power = 2;
1528 cl.movevars_warsowbunny_airforwardaccel = 0;
1529 cl.movevars_warsowbunny_accel = 0;
1530 cl.movevars_warsowbunny_topspeed = 0;
1531 cl.movevars_warsowbunny_turnaccel = 0;
1532 cl.movevars_warsowbunny_backtosideratio = 0;
1535 if(!(cl.moveflags & MOVEFLAG_VALID))
1537 if(gamemode == GAME_NEXUIZ)
1538 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1541 if(cl.movevars_aircontrol_power <= 0)
1542 cl.movevars_aircontrol = 2; // CPMA default
1545 void CL_ClientMovement_Replay(void)
1548 double totalmovemsec;
1549 cl_clientmovement_state_t s;
1551 if (cl.movement_predicted && !cl.movement_replay)
1554 // set up starting state for the series of moves
1555 memset(&s, 0, sizeof(s));
1556 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1557 VectorCopy(cl.mvelocity[0], s.velocity);
1558 s.crouched = true; // will be updated on first move
1559 //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]);
1562 for (i = 0;i < CL_MAX_USERCMDS;i++)
1563 if (cl.movecmd[i].sequence > cls.servermovesequence)
1564 totalmovemsec += cl.movecmd[i].msec;
1565 cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1566 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1567 if (cl.movement_predicted)
1569 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1571 // replay the input queue to predict current location
1572 // note: this relies on the fact there's always one queue item at the end
1574 // find how many are still valid
1575 for (i = 0;i < CL_MAX_USERCMDS;i++)
1576 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1578 // now walk them in oldest to newest order
1579 for (i--;i >= 0;i--)
1581 s.cmd = cl.movecmd[i];
1582 if (i < CL_MAX_USERCMDS - 1)
1583 s.cmd.canjump = cl.movecmd[i+1].canjump;
1584 // if a move is more than 50ms, do it as two moves (matching qwsv)
1585 //Con_Printf("%i ", s.cmd.msec);
1586 if(s.cmd.frametime > 0.0005)
1588 if (s.cmd.frametime > 0.05)
1590 s.cmd.frametime /= 2;
1591 CL_ClientMovement_PlayerMove(&s);
1593 CL_ClientMovement_PlayerMove(&s);
1594 cl.movecmd[i].canjump = s.cmd.canjump;
1598 CL_ClientMovement_UpdateStatus(&s);
1602 // get the first movement queue entry to know whether to crouch and such
1603 s.cmd = cl.movecmd[0];
1606 if (cls.demoplayback) // for bob, speedometer
1607 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1610 cl.movement_replay = false;
1611 // update the interpolation target position and velocity
1612 VectorCopy(s.origin, cl.movement_origin);
1613 VectorCopy(s.velocity, cl.movement_velocity);
1616 // update the onground flag if appropriate
1617 if (cl.movement_predicted)
1619 // when predicted we simply set the flag according to the UpdateStatus
1620 cl.onground = s.onground;
1624 // when not predicted, cl.onground is cleared by cl_parse.c each time
1625 // an update packet is received, but can be forced on here to hide
1626 // server inconsistencies in the onground flag
1627 // (which mostly occur when stepping up stairs at very high framerates
1628 // where after the step up the move continues forward and not
1629 // downward so the ground is not detected)
1631 // such onground inconsistencies can cause jittery gun bobbing and
1632 // stair smoothing, so we set onground if UpdateStatus says so
1637 // react to onground state changes (for gun bob)
1640 if (!cl.oldonground)
1641 cl.hitgroundtime = cl.movecmd[0].time;
1642 cl.lastongroundtime = cl.movecmd[0].time;
1644 cl.oldonground = cl.onground;
1647 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1652 if (to->viewangles[0] != from->viewangles[0])
1653 bits |= QW_CM_ANGLE1;
1654 if (to->viewangles[1] != from->viewangles[1])
1655 bits |= QW_CM_ANGLE2;
1656 if (to->viewangles[2] != from->viewangles[2])
1657 bits |= QW_CM_ANGLE3;
1658 if (to->forwardmove != from->forwardmove)
1659 bits |= QW_CM_FORWARD;
1660 if (to->sidemove != from->sidemove)
1662 if (to->upmove != from->upmove)
1664 if (to->buttons != from->buttons)
1665 bits |= QW_CM_BUTTONS;
1666 if (to->impulse != from->impulse)
1667 bits |= QW_CM_IMPULSE;
1669 MSG_WriteByte(buf, bits);
1670 if (bits & QW_CM_ANGLE1)
1671 MSG_WriteAngle16i(buf, to->viewangles[0]);
1672 if (bits & QW_CM_ANGLE2)
1673 MSG_WriteAngle16i(buf, to->viewangles[1]);
1674 if (bits & QW_CM_ANGLE3)
1675 MSG_WriteAngle16i(buf, to->viewangles[2]);
1676 if (bits & QW_CM_FORWARD)
1677 MSG_WriteShort(buf, (short) to->forwardmove);
1678 if (bits & QW_CM_SIDE)
1679 MSG_WriteShort(buf, (short) to->sidemove);
1680 if (bits & QW_CM_UP)
1681 MSG_WriteShort(buf, (short) to->upmove);
1682 if (bits & QW_CM_BUTTONS)
1683 MSG_WriteByte(buf, to->buttons);
1684 if (bits & QW_CM_IMPULSE)
1685 MSG_WriteByte(buf, to->impulse);
1686 MSG_WriteByte(buf, to->msec);
1689 void CL_NewFrameReceived(int num)
1691 if (developer_networkentities.integer >= 10)
1692 Con_Printf("recv: svc_entities %i\n", num);
1693 cl.latestframenums[cl.latestframenumsposition] = num;
1694 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1695 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1703 usercmd_t nullcmd; // for delta compression of qw moves
1704 void CL_SendMove(void)
1706 int i, j, packetloss;
1712 unsigned char data[1024];
1718 // if playing a demo, do nothing
1722 // we don't que moves during a lag spike (potential network timeout)
1723 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1725 // we build up cl.cmd and then decide whether to send or not
1726 // we store this into cl.movecmd[0] for prediction each frame even if we
1727 // do not send, to make sure that prediction is instant
1728 cl.cmd.time = cl.time;
1729 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1732 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1734 if (in_attack.state & 3) bits |= 1;
1735 if (in_jump.state & 3) bits |= 2;
1736 if (in_button3.state & 3) bits |= 4;
1737 if (in_button4.state & 3) bits |= 8;
1738 if (in_button5.state & 3) bits |= 16;
1739 if (in_button6.state & 3) bits |= 32;
1740 if (in_button7.state & 3) bits |= 64;
1741 if (in_button8.state & 3) bits |= 128;
1742 if (in_use.state & 3) bits |= 256;
1743 if (key_dest != key_game || key_consoleactive) bits |= 512;
1744 if (cl_prydoncursor.integer > 0) bits |= 1024;
1745 if (in_button9.state & 3) bits |= 2048;
1746 if (in_button10.state & 3) bits |= 4096;
1747 if (in_button11.state & 3) bits |= 8192;
1748 if (in_button12.state & 3) bits |= 16384;
1749 if (in_button13.state & 3) bits |= 32768;
1750 if (in_button14.state & 3) bits |= 65536;
1751 if (in_button15.state & 3) bits |= 131072;
1752 if (in_button16.state & 3) bits |= 262144;
1753 // button bits 19-31 unused currently
1754 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1755 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1756 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1757 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1758 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1760 // set buttons and impulse
1761 cl.cmd.buttons = bits;
1762 cl.cmd.impulse = in_impulse;
1765 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1767 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1768 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1769 // ridiculous value rejection (matches qw)
1770 if (cl.cmd.msec > 250)
1772 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1774 cl.cmd.predicted = cl_movement.integer != 0;
1776 // movement is set by input code (forwardmove/sidemove/upmove)
1777 // always dump the first two moves, because they may contain leftover inputs from the last level
1778 if (cl.cmd.sequence <= 2)
1779 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1781 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1783 switch (cls.protocol)
1785 case PROTOCOL_QUAKEWORLD:
1786 case PROTOCOL_QUAKE:
1787 case PROTOCOL_QUAKEDP:
1788 case PROTOCOL_NEHAHRAMOVIE:
1789 case PROTOCOL_NEHAHRABJP:
1790 case PROTOCOL_NEHAHRABJP2:
1791 case PROTOCOL_NEHAHRABJP3:
1792 case PROTOCOL_DARKPLACES1:
1793 case PROTOCOL_DARKPLACES2:
1794 case PROTOCOL_DARKPLACES3:
1795 case PROTOCOL_DARKPLACES4:
1796 case PROTOCOL_DARKPLACES5:
1798 case PROTOCOL_DARKPLACES6:
1799 case PROTOCOL_DARKPLACES7:
1800 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1801 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1803 case PROTOCOL_UNKNOWN:
1808 cl.movecmd[0] = cl.cmd;
1810 // don't predict more than 200fps
1811 if (realtime >= cl.lastpackettime + 0.005)
1812 cl.movement_replay = true; // redo the prediction
1814 // now decide whether to actually send this move
1815 // (otherwise it is only for prediction)
1817 // don't send too often or else network connections can get clogged by a
1818 // high renderer framerate
1819 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1820 if (cl.movevars_timescale && cl.movevars_ticrate)
1822 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1823 packettime = min(packettime, maxtic);
1826 // do not send 0ms packets because they mess up physics
1827 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1829 // always send if buttons changed or an impulse is pending
1830 // even if it violates the rate limit!
1831 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1832 // don't send too often (cl_netfps)
1833 if (!important && realtime < cl.lastpackettime + packettime)
1835 // don't choke the connection with packets (obey rate limit)
1836 // it is important that this check be last, because it adds a new
1837 // frame to the shownetgraph output and any cancelation after this
1838 // will produce a nasty spike-like look to the netgraph
1839 // we also still send if it is important
1840 if (!NetConn_CanSend(cls.netcon) && !important)
1842 // try to round off the lastpackettime to a multiple of the packet interval
1843 // (this causes it to emit packets at a steady beat)
1845 cl.lastpackettime = floor(realtime / packettime) * packettime;
1847 cl.lastpackettime = realtime;
1849 buf.maxsize = sizeof(data);
1853 // send the movement message
1854 // PROTOCOL_QUAKE clc_move = 16 bytes total
1855 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1856 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1857 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1858 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1859 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1860 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1861 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1862 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1863 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1864 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1866 // set prydon cursor info
1867 CL_UpdatePrydonCursor();
1869 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1871 switch (cls.protocol)
1873 case PROTOCOL_QUAKEWORLD:
1874 MSG_WriteByte(&buf, qw_clc_move);
1875 // save the position for a checksum byte
1876 checksumindex = buf.cursize;
1877 MSG_WriteByte(&buf, 0);
1878 // packet loss percentage
1879 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1880 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1882 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1883 MSG_WriteByte(&buf, packetloss);
1884 // write most recent 3 moves
1885 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1886 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1887 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1888 // calculate the checksum
1889 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1890 // if delta compression history overflows, request no delta
1891 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1892 cl.qw_validsequence = 0;
1893 // request delta compression if appropriate
1894 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1896 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1897 MSG_WriteByte(&buf, qw_clc_delta);
1898 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1901 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1903 case PROTOCOL_QUAKE:
1904 case PROTOCOL_QUAKEDP:
1905 case PROTOCOL_NEHAHRAMOVIE:
1906 case PROTOCOL_NEHAHRABJP:
1907 case PROTOCOL_NEHAHRABJP2:
1908 case PROTOCOL_NEHAHRABJP3:
1910 MSG_WriteByte (&buf, clc_move);
1911 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1913 for (i = 0;i < 3;i++)
1914 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1916 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1917 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1918 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1920 MSG_WriteByte (&buf, cl.cmd.buttons);
1921 MSG_WriteByte (&buf, cl.cmd.impulse);
1923 case PROTOCOL_DARKPLACES2:
1924 case PROTOCOL_DARKPLACES3:
1926 MSG_WriteByte (&buf, clc_move);
1927 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1929 for (i = 0;i < 3;i++)
1930 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1932 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1933 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1934 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1936 MSG_WriteByte (&buf, cl.cmd.buttons);
1937 MSG_WriteByte (&buf, cl.cmd.impulse);
1939 case PROTOCOL_DARKPLACES1:
1940 case PROTOCOL_DARKPLACES4:
1941 case PROTOCOL_DARKPLACES5:
1943 MSG_WriteByte (&buf, clc_move);
1944 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1946 for (i = 0;i < 3;i++)
1947 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1949 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1950 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1951 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1953 MSG_WriteByte (&buf, cl.cmd.buttons);
1954 MSG_WriteByte (&buf, cl.cmd.impulse);
1955 case PROTOCOL_DARKPLACES6:
1956 case PROTOCOL_DARKPLACES7:
1957 // set the maxusercmds variable to limit how many should be sent
1958 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1959 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1960 if (!cl.cmd.predicted)
1963 // send the latest moves in order, the old ones will be
1964 // ignored by the server harmlessly, however if the previous
1965 // packets were lost these moves will be used
1967 // this reduces packet loss impact on gameplay.
1968 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1970 // don't repeat any stale moves
1971 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1974 MSG_WriteByte (&buf, clc_move);
1975 if (cls.protocol != PROTOCOL_DARKPLACES6)
1976 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1977 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1979 for (i = 0;i < 3;i++)
1980 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1982 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1983 MSG_WriteCoord16i (&buf, cmd->sidemove);
1984 MSG_WriteCoord16i (&buf, cmd->upmove);
1986 MSG_WriteLong (&buf, cmd->buttons);
1987 MSG_WriteByte (&buf, cmd->impulse);
1988 // PRYDON_CLIENTCURSOR
1990 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1991 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1992 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1993 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1994 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1995 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1996 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1997 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1998 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2001 case PROTOCOL_UNKNOWN:
2006 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2008 // ack entity frame numbers received since the last input was sent
2009 // (redundent to improve handling of client->server packet loss)
2010 // if cl_netrepeatinput is 1 and client framerate matches server
2011 // framerate, this is 10 bytes, if client framerate is lower this
2014 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2015 if (oldsequence < 1)
2017 for (i = 0;i < LATESTFRAMENUMS;i++)
2019 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2020 if (cl.latestsendnums[j] >= oldsequence)
2022 if (developer_networkentities.integer >= 10)
2023 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2024 MSG_WriteByte(&buf, clc_ackframe);
2025 MSG_WriteLong(&buf, cl.latestframenums[j]);
2030 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2031 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2033 // acknowledge any recently received data blocks
2034 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2036 MSG_WriteByte(&buf, clc_ackdownloaddata);
2037 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2038 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2039 cls.dp_downloadack[i].start = 0;
2040 cls.dp_downloadack[i].size = 0;
2043 // send the reliable message (forwarded commands) if there is one
2044 if (buf.cursize || cls.netcon->message.cursize)
2045 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2049 // update the cl.movecmd array which holds the most recent moves,
2050 // because we now need a new slot for the next input
2051 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2052 cl.movecmd[i] = cl.movecmd[i-1];
2053 cl.movecmd[0].msec = 0;
2054 cl.movecmd[0].frametime = 0;
2057 // clear button 'click' states
2058 in_attack.state &= ~2;
2059 in_jump.state &= ~2;
2060 in_button3.state &= ~2;
2061 in_button4.state &= ~2;
2062 in_button5.state &= ~2;
2063 in_button6.state &= ~2;
2064 in_button7.state &= ~2;
2065 in_button8.state &= ~2;
2067 in_button9.state &= ~2;
2068 in_button10.state &= ~2;
2069 in_button11.state &= ~2;
2070 in_button12.state &= ~2;
2071 in_button13.state &= ~2;
2072 in_button14.state &= ~2;
2073 in_button15.state &= ~2;
2074 in_button16.state &= ~2;
2078 if (cls.netcon->message.overflowed)
2080 Con_Print("CL_SendMove: lost server connection\n");
2082 Host_ShutdownServer();
2091 void CL_InitInput (void)
2093 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2094 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2095 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2096 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2097 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2098 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2099 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2100 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2101 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2102 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2103 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2104 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2105 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2106 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2107 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2108 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2109 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2110 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2111 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2112 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2113 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2114 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2115 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2116 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2117 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2118 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2119 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2120 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2121 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2122 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2123 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2124 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2125 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2127 // LordHavoc: added use button
2128 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2129 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2131 // LordHavoc: added 6 new buttons
2132 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2133 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2134 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2135 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2136 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2137 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2138 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2139 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2140 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2141 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2142 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2143 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2144 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2145 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2146 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2147 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2148 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2149 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2150 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2151 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2152 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2153 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2154 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2155 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2156 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2157 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2158 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2159 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2161 // LordHavoc: added bestweapon command
2162 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2164 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2166 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2168 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2169 Cvar_RegisterVariable(&cl_movement);
2170 Cvar_RegisterVariable(&cl_movement_nettimeout);
2171 Cvar_RegisterVariable(&cl_movement_minping);
2172 Cvar_RegisterVariable(&cl_movement_track_canjump);
2173 Cvar_RegisterVariable(&cl_movement_maxspeed);
2174 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2175 Cvar_RegisterVariable(&cl_movement_stopspeed);
2176 Cvar_RegisterVariable(&cl_movement_friction);
2177 Cvar_RegisterVariable(&cl_movement_wallfriction);
2178 Cvar_RegisterVariable(&cl_movement_waterfriction);
2179 Cvar_RegisterVariable(&cl_movement_edgefriction);
2180 Cvar_RegisterVariable(&cl_movement_stepheight);
2181 Cvar_RegisterVariable(&cl_movement_accelerate);
2182 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2183 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2184 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2185 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2186 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2188 Cvar_RegisterVariable(&in_pitch_min);
2189 Cvar_RegisterVariable(&in_pitch_max);
2190 Cvar_RegisterVariable(&m_filter);
2191 Cvar_RegisterVariable(&m_accelerate);
2192 Cvar_RegisterVariable(&m_accelerate_minspeed);
2193 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2194 Cvar_RegisterVariable(&m_accelerate_filter);
2196 Cvar_RegisterVariable(&cl_netfps);
2197 Cvar_RegisterVariable(&cl_netrepeatinput);
2198 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2200 Cvar_RegisterVariable(&cl_nodelta);