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...
304 void IN_CycleWeapon (void)
308 qboolean found = false;
312 Con_Printf("bestweapon requires 1 or more parameters\n");
315 for (i = 1;i < Cmd_Argc();i++)
318 // figure out which weapon this character refers to
319 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321 if (!strcmp(in_bestweapon_info[n].name, t))
323 // we found out what weapon this character refers to
324 // check if the inventory contains the weapon and enough ammo
325 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327 // we found one of the weapons the player wanted
332 in_impulse = in_bestweapon_info[n].impulse;
335 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
341 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
345 in_impulse = in_bestweapon_info[first].impulse;
348 // if we couldn't find any of the weapons, there's nothing more we can do...
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
361 float CL_KeyState (kbutton_t *key)
364 qboolean impulsedown, impulseup, down;
366 impulsedown = key->state & 2;
367 impulseup = key->state & 4;
368 down = key->state & 1;
371 if (impulsedown && !impulseup)
374 val = 0.5; // pressed and held this frame
376 val = 0; // I_Error ();
378 if (impulseup && !impulsedown)
381 val = 0; // I_Error ();
383 val = 0; // released this frame
385 if (!impulsedown && !impulseup)
388 val = 1.0; // held the entire frame
390 val = 0; // up the entire frame
392 if (impulsedown && impulseup)
395 val = 0.75; // released and re-pressed this frame
397 val = 0.25; // pressed and released this frame
400 key->state &= 1; // clear impulses
408 //==========================================================================
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 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"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 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)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 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"};
431 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)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 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"};
435 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"};
436 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)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
446 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)"};
447 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)"};
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
451 extern cvar_t v_flipped;
457 Moves the local angle positions
460 void CL_AdjustAngles (void)
465 if (in_speed.state & 1)
466 speed = cl.realframetime * cl_anglespeedkey.value;
468 speed = cl.realframetime;
470 if (!(in_strafe.state & 1))
472 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
475 if (in_klook.state & 1)
478 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
482 up = CL_KeyState (&in_lookup);
483 down = CL_KeyState(&in_lookdown);
485 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
491 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493 if (cl.viewangles[YAW] >= 180)
494 cl.viewangles[YAW] -= 360;
495 if (cl.viewangles[PITCH] >= 180)
496 cl.viewangles[PITCH] -= 360;
497 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
498 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
501 int cl_ignoremousemoves = 2;
507 Send the intended movement message to the server
513 static float old_mouse_x = 0, old_mouse_y = 0;
515 // clamp before the move to prevent starting with bad angles
518 if(v_flipped.integer)
519 cl.viewangles[YAW] = -cl.viewangles[YAW];
521 // reset some of the command fields
522 cl.cmd.forwardmove = 0;
526 // get basic movement from keyboard
527 if (in_strafe.state & 1)
529 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
530 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
533 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
534 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
536 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
537 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
539 if (! (in_klook.state & 1) )
541 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
542 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
545 // adjust for speed key
546 if (in_speed.state & 1)
548 cl.cmd.forwardmove *= cl_movespeedkey.value;
549 cl.cmd.sidemove *= cl_movespeedkey.value;
550 cl.cmd.upmove *= cl_movespeedkey.value;
553 // allow mice or other external controllers to add to the move
556 // apply m_filter if it is on
559 if (m_filter.integer)
561 in_mouse_x = (mx + old_mouse_x) * 0.5;
562 in_mouse_y = (my + old_mouse_y) * 0.5;
567 // ignore a mouse move if mouse was activated/deactivated this frame
568 if (cl_ignoremousemoves)
570 cl_ignoremousemoves--;
571 in_mouse_x = old_mouse_x = 0;
572 in_mouse_y = old_mouse_y = 0;
575 // if not in menu, apply mouse move to viewangles/movement
576 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
578 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579 if (cl_prydoncursor.integer)
581 // mouse interacting with the scene, mostly stationary view
583 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
586 else if (in_strafe.state & 1)
588 // strafing mode, all looking is movement
590 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591 if (noclip_anglehack)
592 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
594 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
596 else if ((in_mlook.state & 1) || freelook.integer)
598 // mouselook, lookstrafe causes turning to become strafing
600 if (lookstrafe.integer)
601 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
603 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
608 // non-mouselook, yaw turning and forward/back movement
609 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
613 else // don't pitch drift when csqc is controlling the mouse
616 if(v_flipped.integer)
618 cl.viewangles[YAW] = -cl.viewangles[YAW];
619 cl.cmd.sidemove = -cl.cmd.sidemove;
622 // clamp after the move to prevent rendering with bad angles
626 #include "cl_collision.h"
628 void CL_UpdatePrydonCursor(void)
632 if (!cl_prydoncursor.integer)
633 VectorClear(cl.cmd.cursor_screen);
636 if (cl.cmd.cursor_screen[0] < -1)
638 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
639 cl.cmd.cursor_screen[0] = -1;
641 if (cl.cmd.cursor_screen[0] > 1)
643 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
644 cl.cmd.cursor_screen[0] = 1;
646 if (cl.cmd.cursor_screen[1] < -1)
648 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
649 cl.cmd.cursor_screen[1] = -1;
651 if (cl.cmd.cursor_screen[1] > 1)
653 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
654 cl.cmd.cursor_screen[1] = 1;
657 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
658 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
659 cl.cmd.cursor_screen[2] = 1;
661 // calculate current view matrix
662 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
663 // calculate direction vector of cursor in viewspace by using frustum slopes
664 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);
665 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
666 // trace from view origin to the cursor
667 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);
670 typedef enum waterlevel_e
679 typedef struct cl_clientmovement_state_s
684 // current bounding box (different if crouched vs standing)
687 // currently on the ground
689 // currently crouching
691 // what kind of water (SUPERCONTENTS_LAVA for instance)
694 waterlevel_t waterlevel;
695 // weird hacks when jumping out of water
696 // (this is in seconds and counts down to 0)
702 cl_clientmovement_state_t;
704 #define NUMOFFSETS 27
705 static vec3_t offsets[NUMOFFSETS] =
707 // 1 no nudge (just return the original if this test passes)
708 { 0.000, 0.000, 0.000},
710 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
711 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
712 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
713 // 4 diagonal flat nudges
714 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
715 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
716 // 8 diagonal upward nudges
717 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
718 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
719 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
720 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
721 // 8 diagonal downward nudges
722 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
723 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
724 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
725 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
728 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
732 for (i = 0;i < NUMOFFSETS;i++)
734 VectorAdd(offsets[i], s->origin, neworigin);
735 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
737 VectorCopy(neworigin, s->origin);
741 // if all offsets failed, give up
745 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
747 vec3_t origin1, origin2;
750 // make sure player is not stuck
751 CL_ClientMovement_Unstick(s);
756 // wants to crouch, this always works..
762 // wants to stand, if currently crouching we need to check for a
766 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
767 if (!trace.startsolid)
773 VectorCopy(cl.playercrouchmins, s->mins);
774 VectorCopy(cl.playercrouchmaxs, s->maxs);
778 VectorCopy(cl.playerstandmins, s->mins);
779 VectorCopy(cl.playerstandmaxs, s->maxs);
783 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
784 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
785 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
786 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
788 // set watertype/waterlevel
789 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
790 s->waterlevel = WATERLEVEL_NONE;
791 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
794 s->waterlevel = WATERLEVEL_WETFEET;
795 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
796 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
798 s->waterlevel = WATERLEVEL_SWIMMING;
799 origin1[2] = s->origin[2] + 22;
800 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
801 s->waterlevel = WATERLEVEL_SUBMERGED;
805 // water jump prediction
806 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
807 s->waterjumptime = 0;
810 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
816 vec3_t currentorigin2;
818 vec3_t primalvelocity;
822 CL_ClientMovement_UpdateStatus(s);
823 VectorCopy(s->velocity, primalvelocity);
824 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
826 VectorMA(s->origin, t, s->velocity, neworigin);
827 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
830 // may be a step or wall, try stepping up
831 // first move forward at a higher level
832 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
833 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
834 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
835 if (!trace2.startsolid)
837 // then move down from there
838 VectorCopy(trace2.endpos, currentorigin2);
839 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
840 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
841 //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]);
842 // accept the new trace if it made some progress
843 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
846 VectorCopy(trace3.endpos, trace.endpos);
851 // check if it moved at all
852 if (trace.fraction >= 0.001)
853 VectorCopy(trace.endpos, s->origin);
855 // check if it moved all the way
856 if (trace.fraction == 1)
859 //if (trace.plane.normal[2] > 0.7)
860 // s->onground = true;
862 t -= t * trace.fraction;
864 f = DotProduct(s->velocity, trace.plane.normal);
865 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
867 if (s->waterjumptime > 0)
868 VectorCopy(primalvelocity, s->velocity);
872 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
879 // water jump only in certain situations
880 // this mimics quakeworld code
881 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
886 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
887 AngleVectors(yawangles, forward, NULL, NULL);
888 VectorMA(s->origin, 24, forward, spot);
890 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
893 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
895 VectorScale(forward, 50, s->velocity);
896 s->velocity[2] = 310;
897 s->waterjumptime = 2;
899 s->cmd.canjump = false;
904 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
906 // drift towards bottom
907 VectorSet(wishvel, 0, 0, -60);
915 // calculate movement vector
916 AngleVectors(s->cmd.viewangles, forward, right, up);
917 VectorSet(up, 0, 0, 1);
918 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
921 // split wishvel into wishspeed and wishdir
922 wishspeed = VectorLength(wishvel);
924 VectorScale(wishvel, 1 / wishspeed, wishdir);
926 VectorSet( wishdir, 0.0, 0.0, 0.0 );
927 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
932 if (s->waterjumptime <= 0)
935 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
937 VectorScale(s->velocity, f, s->velocity);
939 // water acceleration
940 f = wishspeed - DotProduct(s->velocity, wishdir);
943 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
944 VectorMA(s->velocity, f, wishdir, s->velocity);
947 // holding jump button swims upward slowly
950 if (s->watertype & SUPERCONTENTS_LAVA)
952 else if (s->watertype & SUPERCONTENTS_SLIME)
956 if (gamemode == GAME_NEXUIZ)
957 s->velocity[2] = 200;
959 s->velocity[2] = 100;
964 CL_ClientMovement_Move(s);
967 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
969 vec_t zspeed, speed, dot, k;
971 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
974 zspeed = s->velocity[2];
976 speed = VectorNormalizeLength(s->velocity);
978 dot = DotProduct(s->velocity, wishdir);
980 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
982 if(dot > 0) { // we can't change direction while slowing down
983 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
984 VectorNormalize(s->velocity);
987 VectorScale(s->velocity, speed, s->velocity);
988 s->velocity[2] = zspeed;
991 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
993 vec_t vel_straight, vel_z;
997 vel_straight = DotProduct(s->velocity, wishdir);
998 vel_z = s->velocity[2];
999 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1001 addspeed = wishspeed - vel_straight;
1003 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1005 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1007 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1009 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1010 s->velocity[2] += vel_z;
1013 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1015 vec3_t curvel, wishvel, acceldir, curdir;
1016 float addspeed, accelspeed, curspeed;
1019 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1020 float bunnyaccel = cl.movevars_warsowbunny_accel;
1021 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1022 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1023 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1028 VectorCopy( s->velocity, curvel );
1030 curspeed = VectorLength( curvel );
1032 if( wishspeed > curspeed * 1.01f )
1034 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1035 if( accelspeed < wishspeed )
1036 wishspeed = accelspeed;
1040 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1043 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1045 VectorScale( wishdir, wishspeed, wishvel );
1046 VectorSubtract( wishvel, curvel, acceldir );
1047 addspeed = VectorNormalizeLength( acceldir );
1049 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1050 if( accelspeed > addspeed )
1051 accelspeed = addspeed;
1053 if( backtosideratio < 1.0f )
1055 VectorNormalize2( curvel, curdir );
1056 dot = DotProduct( acceldir, curdir );
1058 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1061 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1064 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1079 // jump if on ground with jump button pressed but only if it has been
1080 // released at least once since the last jump
1083 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"
1085 s->velocity[2] += cl.movevars_jumpvelocity;
1086 s->onground = false;
1087 s->cmd.canjump = false;
1091 s->cmd.canjump = true;
1093 // calculate movement vector
1094 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1095 AngleVectors(yawangles, forward, right, up);
1096 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1098 // split wishvel into wishspeed and wishdir
1099 wishspeed = VectorLength(wishvel);
1101 VectorScale(wishvel, 1 / wishspeed, wishdir);
1103 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1104 // check if onground
1107 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1111 // apply edge friction
1112 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1115 friction = cl.movevars_friction;
1116 if (cl.movevars_edgefriction != 1)
1120 // note: QW uses the full player box for the trace, and yet still
1121 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1122 // this mimics it for compatibility
1123 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1124 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1125 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1126 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1128 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1129 if (trace.fraction == 1 && !trace.startsolid)
1130 friction *= cl.movevars_edgefriction;
1132 // apply ground friction
1133 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1135 VectorScale(s->velocity, f, s->velocity);
1137 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1140 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1141 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1143 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1144 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1146 if (VectorLength2(s->velocity))
1147 CL_ClientMovement_Move(s);
1151 if (s->waterjumptime <= 0)
1153 // apply air speed limit
1154 vec_t accel, wishspeed2;
1155 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1158 accel = cl.movevars_airaccelerate;
1159 wishspeed2 = wishspeed;
1161 if(cl.movevars_warsowbunny_turnaccel)
1163 qboolean accelerating, decelerating, aircontrol;
1164 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1165 decelerating = (DotProduct(s->velocity, wishdir) < 0);
1168 if(accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1170 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1175 if(cl.movevars_airstopaccelerate != 0)
1176 if(DotProduct(s->velocity, wishdir) < 0)
1177 accel = cl.movevars_airstopaccelerate;
1178 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1180 if(cl.movevars_maxairstrafespeed)
1181 if(wishspeed > cl.movevars_maxairstrafespeed)
1182 wishspeed = cl.movevars_maxairstrafespeed;
1183 if(cl.movevars_airstrafeaccelerate)
1184 accel = cl.movevars_airstrafeaccelerate;
1185 if(cl.movevars_aircontrol)
1190 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, cl.movevars_airaccel_qw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1192 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1198 if(cl.movevars_airstopaccelerate != 0)
1199 if(DotProduct(s->velocity, wishdir) < 0)
1200 accel = cl.movevars_airstopaccelerate;
1201 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1203 if(cl.movevars_maxairstrafespeed)
1204 if(wishspeed > cl.movevars_maxairstrafespeed)
1205 wishspeed = cl.movevars_maxairstrafespeed;
1206 if(cl.movevars_airstrafeaccelerate)
1207 accel = cl.movevars_airstrafeaccelerate;
1211 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, cl.movevars_airaccel_qw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1212 if(cl.movevars_aircontrol)
1213 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1216 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1217 CL_ClientMovement_Move(s);
1221 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1223 //Con_Printf(" %f", frametime);
1225 s->cmd.canjump = true;
1226 s->waterjumptime -= s->cmd.frametime;
1227 CL_ClientMovement_UpdateStatus(s);
1228 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1229 CL_ClientMovement_Physics_Swim(s);
1231 CL_ClientMovement_Physics_Walk(s);
1234 extern cvar_t slowmo;
1235 void CL_UpdateMoveVars(void)
1237 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1240 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1242 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1243 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1244 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1245 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1246 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1247 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1248 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1249 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1250 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1251 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1252 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1253 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1254 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1255 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1256 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1257 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1258 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1259 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1260 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1261 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1262 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1263 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1264 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1265 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1266 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1267 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1268 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1272 cl.movevars_timescale = slowmo.value;
1273 cl.movevars_gravity = sv_gravity.value;
1274 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1275 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1276 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1277 cl.movevars_accelerate = cl_movement_accelerate.value;
1278 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1279 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1280 cl.movevars_friction = cl_movement_friction.value;
1281 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1282 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1283 cl.movevars_entgravity = 1;
1284 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1285 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1286 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1287 cl.movevars_stepheight = cl_movement_stepheight.value;
1288 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1289 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1290 cl.movevars_airstopaccelerate = 0;
1291 cl.movevars_airstrafeaccelerate = 0;
1292 cl.movevars_maxairstrafespeed = 0;
1293 cl.movevars_aircontrol = 0;
1294 cl.movevars_warsowbunny_airforwardaccel = 0;
1295 cl.movevars_warsowbunny_accel = 0;
1296 cl.movevars_warsowbunny_topspeed = 0;
1297 cl.movevars_warsowbunny_turnaccel = 0;
1298 cl.movevars_warsowbunny_backtosideratio = 0;
1302 void CL_ClientMovement_Replay(void)
1305 double totalmovemsec;
1306 cl_clientmovement_state_t s;
1308 if (cl.movement_predicted && !cl.movement_replay)
1311 // set up starting state for the series of moves
1312 memset(&s, 0, sizeof(s));
1313 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1314 VectorCopy(cl.mvelocity[0], s.velocity);
1315 s.crouched = true; // will be updated on first move
1316 //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]);
1319 for (i = 0;i < CL_MAX_USERCMDS;i++)
1320 if (cl.movecmd[i].sequence > cls.servermovesequence)
1321 totalmovemsec += cl.movecmd[i].msec;
1322 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);
1323 //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);
1324 if (cl.movement_predicted)
1326 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1328 // replay the input queue to predict current location
1329 // note: this relies on the fact there's always one queue item at the end
1331 // find how many are still valid
1332 for (i = 0;i < CL_MAX_USERCMDS;i++)
1333 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1335 // now walk them in oldest to newest order
1336 for (i--;i >= 0;i--)
1338 s.cmd = cl.movecmd[i];
1339 if (i < CL_MAX_USERCMDS - 1)
1340 s.cmd.canjump = cl.movecmd[i+1].canjump;
1341 // if a move is more than 50ms, do it as two moves (matching qwsv)
1342 //Con_Printf("%i ", s.cmd.msec);
1343 if (s.cmd.frametime > 0.05)
1345 s.cmd.frametime /= 2;
1346 CL_ClientMovement_PlayerMove(&s);
1348 CL_ClientMovement_PlayerMove(&s);
1349 cl.movecmd[i].canjump = s.cmd.canjump;
1355 // get the first movement queue entry to know whether to crouch and such
1356 s.cmd = cl.movecmd[0];
1358 CL_ClientMovement_UpdateStatus(&s);
1360 if (cls.demoplayback) // for bob, speedometer
1361 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1364 cl.movement_replay = false;
1365 // update the interpolation target position and velocity
1366 VectorCopy(s.origin, cl.movement_origin);
1367 VectorCopy(s.velocity, cl.movement_velocity);
1370 // update the onground flag if appropriate
1371 if (cl.movement_predicted)
1373 // when predicted we simply set the flag according to the UpdateStatus
1374 cl.onground = s.onground;
1378 // when not predicted, cl.onground is cleared by cl_parse.c each time
1379 // an update packet is received, but can be forced on here to hide
1380 // server inconsistencies in the onground flag
1381 // (which mostly occur when stepping up stairs at very high framerates
1382 // where after the step up the move continues forward and not
1383 // downward so the ground is not detected)
1385 // such onground inconsistencies can cause jittery gun bobbing and
1386 // stair smoothing, so we set onground if UpdateStatus says so
1391 // react to onground state changes (for gun bob)
1394 if (!cl.oldonground)
1395 cl.hitgroundtime = cl.movecmd[0].time;
1396 cl.lastongroundtime = cl.movecmd[0].time;
1398 cl.oldonground = cl.onground;
1401 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1406 if (to->viewangles[0] != from->viewangles[0])
1407 bits |= QW_CM_ANGLE1;
1408 if (to->viewangles[1] != from->viewangles[1])
1409 bits |= QW_CM_ANGLE2;
1410 if (to->viewangles[2] != from->viewangles[2])
1411 bits |= QW_CM_ANGLE3;
1412 if (to->forwardmove != from->forwardmove)
1413 bits |= QW_CM_FORWARD;
1414 if (to->sidemove != from->sidemove)
1416 if (to->upmove != from->upmove)
1418 if (to->buttons != from->buttons)
1419 bits |= QW_CM_BUTTONS;
1420 if (to->impulse != from->impulse)
1421 bits |= QW_CM_IMPULSE;
1423 MSG_WriteByte(buf, bits);
1424 if (bits & QW_CM_ANGLE1)
1425 MSG_WriteAngle16i(buf, to->viewangles[0]);
1426 if (bits & QW_CM_ANGLE2)
1427 MSG_WriteAngle16i(buf, to->viewangles[1]);
1428 if (bits & QW_CM_ANGLE3)
1429 MSG_WriteAngle16i(buf, to->viewangles[2]);
1430 if (bits & QW_CM_FORWARD)
1431 MSG_WriteShort(buf, (short) to->forwardmove);
1432 if (bits & QW_CM_SIDE)
1433 MSG_WriteShort(buf, (short) to->sidemove);
1434 if (bits & QW_CM_UP)
1435 MSG_WriteShort(buf, (short) to->upmove);
1436 if (bits & QW_CM_BUTTONS)
1437 MSG_WriteByte(buf, to->buttons);
1438 if (bits & QW_CM_IMPULSE)
1439 MSG_WriteByte(buf, to->impulse);
1440 MSG_WriteByte(buf, to->msec);
1448 usercmd_t nullcmd; // for delta compression of qw moves
1449 void CL_SendMove(void)
1451 int i, j, packetloss;
1457 unsigned char data[1024];
1461 // if playing a demo, do nothing
1465 // we build up cl.movecmd[0] and then decide whether to send or not
1466 // the prediction code will use this command even though it has not been
1468 cl.cmd.time = cl.time;
1469 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1472 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1474 if (in_attack.state & 3) bits |= 1;
1475 if (in_jump.state & 3) bits |= 2;
1476 if (in_button3.state & 3) bits |= 4;
1477 if (in_button4.state & 3) bits |= 8;
1478 if (in_button5.state & 3) bits |= 16;
1479 if (in_button6.state & 3) bits |= 32;
1480 if (in_button7.state & 3) bits |= 64;
1481 if (in_button8.state & 3) bits |= 128;
1482 if (in_use.state & 3) bits |= 256;
1483 if (key_dest != key_game || key_consoleactive) bits |= 512;
1484 if (cl_prydoncursor.integer) bits |= 1024;
1485 if (in_button9.state & 3) bits |= 2048;
1486 if (in_button10.state & 3) bits |= 4096;
1487 if (in_button11.state & 3) bits |= 8192;
1488 if (in_button12.state & 3) bits |= 16384;
1489 if (in_button13.state & 3) bits |= 32768;
1490 if (in_button14.state & 3) bits |= 65536;
1491 if (in_button15.state & 3) bits |= 131072;
1492 if (in_button16.state & 3) bits |= 262144;
1493 // button bits 19-31 unused currently
1494 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1495 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1496 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1497 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1498 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1500 // set buttons and impulse
1501 cl.cmd.buttons = bits;
1502 cl.cmd.impulse = in_impulse;
1505 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1507 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1508 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1509 // ridiculous value rejection (matches qw)
1510 if (cl.cmd.msec > 250)
1512 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1514 cl.cmd.predicted = cl_movement.integer;
1516 // movement is set by input code (forwardmove/sidemove/upmove)
1517 // always dump the first two moves, because they may contain leftover inputs from the last level
1518 if (cl.cmd.sequence <= 2)
1519 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1521 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1523 switch (cls.protocol)
1525 case PROTOCOL_QUAKEWORLD:
1526 case PROTOCOL_QUAKE:
1527 case PROTOCOL_QUAKEDP:
1528 case PROTOCOL_NEHAHRAMOVIE:
1529 case PROTOCOL_NEHAHRABJP:
1530 case PROTOCOL_NEHAHRABJP2:
1531 case PROTOCOL_NEHAHRABJP3:
1532 case PROTOCOL_DARKPLACES1:
1533 case PROTOCOL_DARKPLACES2:
1534 case PROTOCOL_DARKPLACES3:
1535 case PROTOCOL_DARKPLACES4:
1536 case PROTOCOL_DARKPLACES5:
1538 case PROTOCOL_DARKPLACES6:
1539 case PROTOCOL_DARKPLACES7:
1540 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1541 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1543 case PROTOCOL_UNKNOWN:
1547 cl.movecmd[0] = cl.cmd;
1549 // don't predict more than 200fps
1550 if (realtime >= cl.lastpackettime + 0.005)
1551 cl.movement_replay = true; // redo the prediction
1553 // now decide whether to actually send this move
1554 // (otherwise it is only for prediction)
1556 // don't send too often or else network connections can get clogged by a
1557 // high renderer framerate
1558 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1559 // send input every frame in singleplayer
1562 // always send if buttons changed or an impulse is pending
1563 // even if it violates the rate limit!
1564 if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1566 // don't choke the connection with packets (obey rate limit)
1567 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1569 // don't send too often (cl_netfps)
1570 if (realtime < cl.lastpackettime + packettime)
1573 // try to round off the lastpackettime to a multiple of the packet interval
1574 // (this causes it to emit packets at a steady beat)
1576 cl.lastpackettime = floor(realtime / packettime) * packettime;
1578 cl.lastpackettime = realtime;
1580 buf.maxsize = sizeof(data);
1584 // send the movement message
1585 // PROTOCOL_QUAKE clc_move = 16 bytes total
1586 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1587 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1588 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1589 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1590 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1591 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1592 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1593 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1594 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1595 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1597 // set prydon cursor info
1598 CL_UpdatePrydonCursor();
1600 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1602 switch (cls.protocol)
1604 case PROTOCOL_QUAKEWORLD:
1605 MSG_WriteByte(&buf, qw_clc_move);
1606 // save the position for a checksum byte
1607 checksumindex = buf.cursize;
1608 MSG_WriteByte(&buf, 0);
1609 // packet loss percentage
1610 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1611 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1613 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1614 MSG_WriteByte(&buf, packetloss);
1615 // write most recent 3 moves
1616 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1617 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1618 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1619 // calculate the checksum
1620 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1621 // if delta compression history overflows, request no delta
1622 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1623 cl.qw_validsequence = 0;
1624 // request delta compression if appropriate
1625 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1627 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1628 MSG_WriteByte(&buf, qw_clc_delta);
1629 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1632 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1634 case PROTOCOL_QUAKE:
1635 case PROTOCOL_QUAKEDP:
1636 case PROTOCOL_NEHAHRAMOVIE:
1637 case PROTOCOL_NEHAHRABJP:
1638 case PROTOCOL_NEHAHRABJP2:
1639 case PROTOCOL_NEHAHRABJP3:
1641 MSG_WriteByte (&buf, clc_move);
1642 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1644 for (i = 0;i < 3;i++)
1645 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1647 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1648 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1649 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1651 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1652 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1654 case PROTOCOL_DARKPLACES2:
1655 case PROTOCOL_DARKPLACES3:
1657 MSG_WriteByte (&buf, clc_move);
1658 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1660 for (i = 0;i < 3;i++)
1661 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1663 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1664 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1665 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1667 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1668 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1670 case PROTOCOL_DARKPLACES1:
1671 case PROTOCOL_DARKPLACES4:
1672 case PROTOCOL_DARKPLACES5:
1674 MSG_WriteByte (&buf, clc_move);
1675 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1677 for (i = 0;i < 3;i++)
1678 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1680 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1681 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1682 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1684 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1685 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1686 case PROTOCOL_DARKPLACES6:
1687 case PROTOCOL_DARKPLACES7:
1688 // set the maxusercmds variable to limit how many should be sent
1689 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1690 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1691 if (!cl.cmd.predicted)
1694 // send the latest moves in order, the old ones will be
1695 // ignored by the server harmlessly, however if the previous
1696 // packets were lost these moves will be used
1698 // this reduces packet loss impact on gameplay.
1699 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1701 // don't repeat any stale moves
1702 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1705 MSG_WriteByte (&buf, clc_move);
1706 if (cls.protocol != PROTOCOL_DARKPLACES6)
1707 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1708 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1710 for (i = 0;i < 3;i++)
1711 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1713 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1714 MSG_WriteCoord16i (&buf, cmd->sidemove);
1715 MSG_WriteCoord16i (&buf, cmd->upmove);
1717 MSG_WriteLong (&buf, cmd->buttons);
1718 MSG_WriteByte (&buf, cmd->impulse);
1719 // PRYDON_CLIENTCURSOR
1721 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1722 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1723 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1724 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1725 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1726 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1727 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1728 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1729 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1732 case PROTOCOL_UNKNOWN:
1737 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1739 // ack the last few frame numbers
1740 // (redundent to improve handling of client->server packet loss)
1741 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1742 for (i = 0;i < LATESTFRAMENUMS;i++)
1744 if (cl.latestframenums[i] > 0)
1746 if (developer_networkentities.integer >= 10)
1747 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1748 MSG_WriteByte(&buf, clc_ackframe);
1749 MSG_WriteLong(&buf, cl.latestframenums[i]);
1754 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1755 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1757 // acknowledge any recently received data blocks
1758 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1760 MSG_WriteByte(&buf, clc_ackdownloaddata);
1761 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1762 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1763 cls.dp_downloadack[i].start = 0;
1764 cls.dp_downloadack[i].size = 0;
1767 // send the reliable message (forwarded commands) if there is one
1768 if (buf.cursize || cls.netcon->message.cursize)
1769 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1771 // update the cl.movecmd array which holds the most recent moves,
1772 // because we now need a new slot for the next input
1773 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1774 cl.movecmd[i] = cl.movecmd[i-1];
1775 cl.movecmd[0].msec = 0;
1776 cl.movecmd[0].frametime = 0;
1778 // clear button 'click' states
1779 in_attack.state &= ~2;
1780 in_jump.state &= ~2;
1781 in_button3.state &= ~2;
1782 in_button4.state &= ~2;
1783 in_button5.state &= ~2;
1784 in_button6.state &= ~2;
1785 in_button7.state &= ~2;
1786 in_button8.state &= ~2;
1788 in_button9.state &= ~2;
1789 in_button10.state &= ~2;
1790 in_button11.state &= ~2;
1791 in_button12.state &= ~2;
1792 in_button13.state &= ~2;
1793 in_button14.state &= ~2;
1794 in_button15.state &= ~2;
1795 in_button16.state &= ~2;
1799 if (cls.netcon->message.overflowed)
1801 Con_Print("CL_SendMove: lost server connection\n");
1803 Host_ShutdownServer();
1812 void CL_InitInput (void)
1814 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1815 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1816 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1817 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1818 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1819 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1820 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1821 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1822 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1823 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1824 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1825 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1826 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1827 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1828 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1829 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1830 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1831 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1832 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1833 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1834 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1835 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1836 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1837 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1838 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1839 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1840 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1841 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1842 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1843 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1844 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1845 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1846 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1848 // LordHavoc: added use button
1849 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1850 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1852 // LordHavoc: added 6 new buttons
1853 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1854 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1855 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1856 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1857 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1858 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1859 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1860 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1861 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1862 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1863 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1864 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1865 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1866 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1867 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1868 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1869 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1870 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1871 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1872 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1873 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1874 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1875 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1876 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1877 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1878 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1879 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1880 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1882 // LordHavoc: added bestweapon command
1883 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)");
1884 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");
1885 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1887 Cvar_RegisterVariable(&cl_movement);
1888 Cvar_RegisterVariable(&cl_movement_minping);
1889 Cvar_RegisterVariable(&cl_movement_track_canjump);
1890 Cvar_RegisterVariable(&cl_movement_maxspeed);
1891 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1892 Cvar_RegisterVariable(&cl_movement_stopspeed);
1893 Cvar_RegisterVariable(&cl_movement_friction);
1894 Cvar_RegisterVariable(&cl_movement_wallfriction);
1895 Cvar_RegisterVariable(&cl_movement_waterfriction);
1896 Cvar_RegisterVariable(&cl_movement_edgefriction);
1897 Cvar_RegisterVariable(&cl_movement_stepheight);
1898 Cvar_RegisterVariable(&cl_movement_accelerate);
1899 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1900 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1901 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1902 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1903 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1905 Cvar_RegisterVariable(&in_pitch_min);
1906 Cvar_RegisterVariable(&in_pitch_max);
1907 Cvar_RegisterVariable(&m_filter);
1909 Cvar_RegisterVariable(&cl_netfps);
1910 Cvar_RegisterVariable(&cl_netrepeatinput);
1911 Cvar_RegisterVariable(&cl_netimmediatebuttons);
1913 Cvar_RegisterVariable(&cl_nodelta);