1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19 */
20 // cl.input.c -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t in_mlook, in_klook;
52 kbutton_t in_left, in_right, in_forward, in_back;
53 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int in_impulse;
62
63
64
KeyDown(kbutton_t * b)65 static void KeyDown (kbutton_t *b)
66 {
67 int k;
68 const char *c;
69
70 c = Cmd_Argv(1);
71 if (c[0])
72 k = atoi(c);
73 else
74 k = -1; // typed manually at the console for continuous down
75
76 if (k == b->down[0] || k == b->down[1])
77 return; // repeating key
78
79 if (!b->down[0])
80 b->down[0] = k;
81 else if (!b->down[1])
82 b->down[1] = k;
83 else
84 {
85 Con_Print("Three keys down for a button!\n");
86 return;
87 }
88
89 if (b->state & 1)
90 return; // still down
91 b->state |= 1 + 2; // down + impulse down
92 }
93
KeyUp(kbutton_t * b)94 static void KeyUp (kbutton_t *b)
95 {
96 int k;
97 const char *c;
98
99 c = Cmd_Argv(1);
100 if (c[0])
101 k = atoi(c);
102 else
103 { // typed manually at the console, assume for unsticking, so clear all
104 b->down[0] = b->down[1] = 0;
105 b->state = 4; // impulse up
106 return;
107 }
108
109 if (b->down[0] == k)
110 b->down[0] = 0;
111 else if (b->down[1] == k)
112 b->down[1] = 0;
113 else
114 return; // key up without coresponding down (menu pass through)
115 if (b->down[0] || b->down[1])
116 return; // some other key is still holding it down
117
118 if (!(b->state & 1))
119 return; // still up (this should not happen)
120 b->state &= ~1; // now up
121 b->state |= 4; // impulse up
122 }
123
IN_KLookDown(void)124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
IN_KLookUp(void)125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
IN_MLookDown(void)126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
IN_MLookUp(void)127 static void IN_MLookUp (void)
128 {
129 KeyUp(&in_mlook);
130 if ( !(in_mlook.state&1) && lookspring.value)
131 V_StartPitchDrift();
132 }
IN_UpDown(void)133 static void IN_UpDown(void) {KeyDown(&in_up);}
IN_UpUp(void)134 static void IN_UpUp(void) {KeyUp(&in_up);}
IN_DownDown(void)135 static void IN_DownDown(void) {KeyDown(&in_down);}
IN_DownUp(void)136 static void IN_DownUp(void) {KeyUp(&in_down);}
IN_LeftDown(void)137 static void IN_LeftDown(void) {KeyDown(&in_left);}
IN_LeftUp(void)138 static void IN_LeftUp(void) {KeyUp(&in_left);}
IN_RightDown(void)139 static void IN_RightDown(void) {KeyDown(&in_right);}
IN_RightUp(void)140 static void IN_RightUp(void) {KeyUp(&in_right);}
IN_ForwardDown(void)141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
IN_ForwardUp(void)142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
IN_BackDown(void)143 static void IN_BackDown(void) {KeyDown(&in_back);}
IN_BackUp(void)144 static void IN_BackUp(void) {KeyUp(&in_back);}
IN_LookupDown(void)145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
IN_LookupUp(void)146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
IN_LookdownDown(void)147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
IN_LookdownUp(void)148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
IN_MoveleftDown(void)149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
IN_MoveleftUp(void)150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
IN_MoverightDown(void)151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
IN_MoverightUp(void)152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153
IN_SpeedDown(void)154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
IN_SpeedUp(void)155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
IN_StrafeDown(void)156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
IN_StrafeUp(void)157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158
IN_AttackDown(void)159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
IN_AttackUp(void)160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
161
IN_UseDown(void)162 static void IN_UseDown(void) {KeyDown(&in_use);}
IN_UseUp(void)163 static void IN_UseUp(void) {KeyUp(&in_use);}
164
165 // LordHavoc: added 6 new buttons
IN_Button3Down(void)166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
IN_Button3Up(void)167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
IN_Button4Down(void)168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
IN_Button4Up(void)169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
IN_Button5Down(void)170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
IN_Button5Up(void)171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
IN_Button6Down(void)172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
IN_Button6Up(void)173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
IN_Button7Down(void)174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
IN_Button7Up(void)175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
IN_Button8Down(void)176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
IN_Button8Up(void)177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
178
IN_Button9Down(void)179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
IN_Button9Up(void)180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
IN_Button10Down(void)181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
IN_Button10Up(void)182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
IN_Button11Down(void)183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
IN_Button11Up(void)184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
IN_Button12Down(void)185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
IN_Button12Up(void)186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
IN_Button13Down(void)187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
IN_Button13Up(void)188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
IN_Button14Down(void)189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
IN_Button14Up(void)190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
IN_Button15Down(void)191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
IN_Button15Up(void)192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
IN_Button16Down(void)193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
IN_Button16Up(void)194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
195
IN_JumpDown(void)196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
IN_JumpUp(void)197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
198
IN_Impulse(void)199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
IN_BestWeapon_Register(const char * name,int impulse,int weaponbit,int activeweaponcode,int ammostat,int ammomin)203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205 int i;
206 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207 if(in_bestweapon_info[i].impulse == impulse)
208 break;
209 if(i >= IN_BESTWEAPON_MAX)
210 {
211 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212 return; // sorry
213 }
214 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215 in_bestweapon_info[i].impulse = impulse;
216 if(weaponbit != -1)
217 in_bestweapon_info[i].weaponbit = weaponbit;
218 if(activeweaponcode != -1)
219 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 if(ammostat != -1)
221 in_bestweapon_info[i].ammostat = ammostat;
222 if(ammomin != -1)
223 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
IN_BestWeapon_ResetData(void)226 void IN_BestWeapon_ResetData (void)
227 {
228 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
IN_BestWeapon_Register_f(void)244 static void IN_BestWeapon_Register_f (void)
245 {
246 if(Cmd_Argc() == 7)
247 {
248 IN_BestWeapon_Register(
249 Cmd_Argv(1),
250 atoi(Cmd_Argv(2)),
251 atoi(Cmd_Argv(3)),
252 atoi(Cmd_Argv(4)),
253 atoi(Cmd_Argv(5)),
254 atoi(Cmd_Argv(6))
255 );
256 }
257 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 {
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 }
261 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 {
263 IN_BestWeapon_ResetData();
264 }
265 else
266 {
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
268 }
269 }
270
IN_BestWeapon(void)271 static void IN_BestWeapon (void)
272 {
273 int i, n;
274 const char *t;
275 if (Cmd_Argc() < 2)
276 {
277 Con_Printf("bestweapon requires 1 or more parameters\n");
278 return;
279 }
280 for (i = 1;i < Cmd_Argc();i++)
281 {
282 t = Cmd_Argv(i);
283 // figure out which weapon this character refers to
284 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 {
286 if (!strcmp(in_bestweapon_info[n].name, t))
287 {
288 // we found out what weapon this character refers to
289 // check if the inventory contains the weapon and enough ammo
290 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 {
292 // we found one of the weapons the player wanted
293 // send an impulse to switch to it
294 in_impulse = in_bestweapon_info[n].impulse;
295 return;
296 }
297 break;
298 }
299 }
300 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 }
302 // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 #if 0
306 void IN_CycleWeapon (void)
307 {
308 int i, n;
309 int first = -1;
310 qboolean found = false;
311 const char *t;
312 if (Cmd_Argc() < 2)
313 {
314 Con_Printf("bestweapon requires 1 or more parameters\n");
315 return;
316 }
317 for (i = 1;i < Cmd_Argc();i++)
318 {
319 t = Cmd_Argv(i);
320 // figure out which weapon this character refers to
321 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 {
323 if (!strcmp(in_bestweapon_info[n].name, t))
324 {
325 // we found out what weapon this character refers to
326 // check if the inventory contains the weapon and enough ammo
327 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 {
329 // we found one of the weapons the player wanted
330 if(first == -1)
331 first = n;
332 if(found)
333 {
334 in_impulse = in_bestweapon_info[n].impulse;
335 return;
336 }
337 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
338 found = true;
339 }
340 break;
341 }
342 }
343 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
344 }
345 if(first != -1)
346 {
347 in_impulse = in_bestweapon_info[first].impulse;
348 return;
349 }
350 // if we couldn't find any of the weapons, there's nothing more we can do...
351 }
352 #endif
353
354 /*
355 ===============
356 CL_KeyState
357
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
362 ===============
363 */
CL_KeyState(kbutton_t * key)364 float CL_KeyState (kbutton_t *key)
365 {
366 float val;
367 qboolean impulsedown, impulseup, down;
368
369 impulsedown = (key->state & 2) != 0;
370 impulseup = (key->state & 4) != 0;
371 down = (key->state & 1) != 0;
372 val = 0;
373
374 if (impulsedown && !impulseup)
375 {
376 if (down)
377 val = 0.5; // pressed and held this frame
378 else
379 val = 0; // I_Error ();
380 }
381 if (impulseup && !impulsedown)
382 {
383 if (down)
384 val = 0; // I_Error ();
385 else
386 val = 0; // released this frame
387 }
388 if (!impulsedown && !impulseup)
389 {
390 if (down)
391 val = 1.0; // held the entire frame
392 else
393 val = 0; // up the entire frame
394 }
395 if (impulsedown && impulseup)
396 {
397 if (down)
398 val = 0.75; // released and re-pressed this frame
399 else
400 val = 0.25; // pressed and released this frame
401 }
402
403 key->state &= 1; // clear impulses
404
405 return val;
406 }
407
408
409
410
411 //==========================================================================
412
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 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
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 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"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 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"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 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)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 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"};
437 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)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 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"};
441 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"};
442 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)"};
443 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"};
444 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"};
445 cvar_t cl_nopred = {CVAR_SAVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
446
447 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
448 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
449
450 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
451 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
452 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
453 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
454 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
455
456 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
457 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)"};
458 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)"};
459
460 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
461
462 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
463
464 extern cvar_t v_flipped;
465
466 /*
467 ================
468 CL_AdjustAngles
469
470 Moves the local angle positions
471 ================
472 */
CL_AdjustAngles(void)473 static void CL_AdjustAngles (void)
474 {
475 float speed;
476 float up, down;
477
478 if (in_speed.state & 1)
479 speed = cl.realframetime * cl_anglespeedkey.value;
480 else
481 speed = cl.realframetime;
482
483 if (!(in_strafe.state & 1))
484 {
485 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
486 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
487 }
488 if (in_klook.state & 1)
489 {
490 V_StopPitchDrift ();
491 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
492 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
493 }
494
495 up = CL_KeyState (&in_lookup);
496 down = CL_KeyState(&in_lookdown);
497
498 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
499 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
500
501 if (up || down)
502 V_StopPitchDrift ();
503
504 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
505 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
506 if (cl.viewangles[YAW] >= 180)
507 cl.viewangles[YAW] -= 360;
508 if (cl.viewangles[PITCH] >= 180)
509 cl.viewangles[PITCH] -= 360;
510 // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
511 // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
512 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
513 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
514 }
515
516 int cl_ignoremousemoves = 2;
517
518 /*
519 ================
520 CL_Input
521
522 Send the intended movement message to the server
523 ================
524 */
CL_Input(void)525 void CL_Input (void)
526 {
527 float mx, my;
528 static float old_mouse_x = 0, old_mouse_y = 0;
529
530 // clamp before the move to prevent starting with bad angles
531 CL_AdjustAngles ();
532
533 if(v_flipped.integer)
534 cl.viewangles[YAW] = -cl.viewangles[YAW];
535
536 // reset some of the command fields
537 cl.cmd.forwardmove = 0;
538 cl.cmd.sidemove = 0;
539 cl.cmd.upmove = 0;
540
541 // get basic movement from keyboard
542 if (in_strafe.state & 1)
543 {
544 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
545 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
546 }
547
548 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
549 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
550
551 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
552 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
553
554 if (! (in_klook.state & 1) )
555 {
556 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
557 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
558 }
559
560 // adjust for speed key
561 if (in_speed.state & 1)
562 {
563 cl.cmd.forwardmove *= cl_movespeedkey.value;
564 cl.cmd.sidemove *= cl_movespeedkey.value;
565 cl.cmd.upmove *= cl_movespeedkey.value;
566 }
567
568 // allow mice or other external controllers to add to the move
569 IN_Move ();
570
571 // send mouse move to csqc
572 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
573 {
574 if (cl.csqc_wantsmousemove)
575 {
576 // event type 3 is a DP_CSQC thing
577 static int oldwindowmouse[2];
578 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
579 {
580 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
581 oldwindowmouse[0] = in_windowmouse_x;
582 oldwindowmouse[1] = in_windowmouse_y;
583 }
584 }
585 else
586 {
587 if (in_mouse_x || in_mouse_y)
588 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
589 }
590 }
591
592 // apply m_accelerate if it is on
593 if(m_accelerate.value > 1)
594 {
595 static float averagespeed = 0;
596 float speed, f, mi, ma;
597
598 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
599 if(m_accelerate_filter.value > 0)
600 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
601 else
602 f = 1;
603 averagespeed = speed * f + averagespeed * (1 - f);
604
605 mi = max(1, m_accelerate_minspeed.value);
606 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
607
608 if(averagespeed <= mi)
609 {
610 f = 1;
611 }
612 else if(averagespeed >= ma)
613 {
614 f = m_accelerate.value;
615 }
616 else
617 {
618 f = averagespeed;
619 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
620 }
621
622 in_mouse_x *= f;
623 in_mouse_y *= f;
624 }
625
626 // apply m_filter if it is on
627 mx = in_mouse_x;
628 my = in_mouse_y;
629 if (m_filter.integer)
630 {
631 in_mouse_x = (mx + old_mouse_x) * 0.5;
632 in_mouse_y = (my + old_mouse_y) * 0.5;
633 }
634 old_mouse_x = mx;
635 old_mouse_y = my;
636
637 // ignore a mouse move if mouse was activated/deactivated this frame
638 if (cl_ignoremousemoves)
639 {
640 cl_ignoremousemoves--;
641 in_mouse_x = old_mouse_x = 0;
642 in_mouse_y = old_mouse_y = 0;
643 }
644
645 // if not in menu, apply mouse move to viewangles/movement
646 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
647 {
648 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
649 if (in_strafe.state & 1)
650 {
651 // strafing mode, all looking is movement
652 V_StopPitchDrift();
653 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
654 if (noclip_anglehack)
655 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656 else
657 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
658 }
659 else if ((in_mlook.state & 1) || freelook.integer)
660 {
661 // mouselook, lookstrafe causes turning to become strafing
662 V_StopPitchDrift();
663 if (lookstrafe.integer)
664 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
665 else
666 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
667 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
668 }
669 else
670 {
671 // non-mouselook, yaw turning and forward/back movement
672 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
673 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
674 }
675 }
676 else // don't pitch drift when csqc is controlling the mouse
677 {
678 // mouse interacting with the scene, mostly stationary view
679 V_StopPitchDrift();
680 // update prydon cursor
681 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
682 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
683 }
684
685 if(v_flipped.integer)
686 {
687 cl.viewangles[YAW] = -cl.viewangles[YAW];
688 cl.cmd.sidemove = -cl.cmd.sidemove;
689 }
690
691 // clamp after the move to prevent rendering with bad angles
692 CL_AdjustAngles ();
693
694 if(cl_movecliptokeyboard.integer)
695 {
696 vec_t f = 1;
697 if (in_speed.state & 1)
698 f *= cl_movespeedkey.value;
699 if(cl_movecliptokeyboard.integer == 2)
700 {
701 // digital direction, analog amount
702 vec_t wishvel_x, wishvel_y;
703 wishvel_x = fabs(cl.cmd.forwardmove);
704 wishvel_y = fabs(cl.cmd.sidemove);
705 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
706 {
707 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
708 if(wishvel_x >= 2 * wishvel_y)
709 {
710 // pure X motion
711 if(cl.cmd.forwardmove > 0)
712 cl.cmd.forwardmove = wishspeed;
713 else
714 cl.cmd.forwardmove = -wishspeed;
715 cl.cmd.sidemove = 0;
716 }
717 else if(wishvel_y >= 2 * wishvel_x)
718 {
719 // pure Y motion
720 cl.cmd.forwardmove = 0;
721 if(cl.cmd.sidemove > 0)
722 cl.cmd.sidemove = wishspeed;
723 else
724 cl.cmd.sidemove = -wishspeed;
725 }
726 else
727 {
728 // diagonal
729 if(cl.cmd.forwardmove > 0)
730 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
731 else
732 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
733 if(cl.cmd.sidemove > 0)
734 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
735 else
736 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
737 }
738 }
739 }
740 else if(cl_movecliptokeyboard.integer)
741 {
742 // digital direction, digital amount
743 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
744 cl.cmd.sidemove = cl_sidespeed.value * f;
745 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
746 cl.cmd.sidemove = -cl_sidespeed.value * f;
747 else
748 cl.cmd.sidemove = 0;
749 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
750 cl.cmd.forwardmove = cl_forwardspeed.value * f;
751 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
752 cl.cmd.forwardmove = -cl_backspeed.value * f;
753 else
754 cl.cmd.forwardmove = 0;
755 }
756 }
757 }
758
759 #include "cl_collision.h"
760
CL_UpdatePrydonCursor(void)761 static void CL_UpdatePrydonCursor(void)
762 {
763 vec3_t temp;
764
765 if (cl_prydoncursor.integer <= 0)
766 VectorClear(cl.cmd.cursor_screen);
767
768 /*
769 if (cl.cmd.cursor_screen[0] < -1)
770 {
771 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
772 cl.cmd.cursor_screen[0] = -1;
773 }
774 if (cl.cmd.cursor_screen[0] > 1)
775 {
776 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
777 cl.cmd.cursor_screen[0] = 1;
778 }
779 if (cl.cmd.cursor_screen[1] < -1)
780 {
781 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
782 cl.cmd.cursor_screen[1] = -1;
783 }
784 if (cl.cmd.cursor_screen[1] > 1)
785 {
786 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
787 cl.cmd.cursor_screen[1] = 1;
788 }
789 */
790 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
791 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
792 cl.cmd.cursor_screen[2] = 1;
793
794 // calculate current view matrix
795 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
796 // calculate direction vector of cursor in viewspace by using frustum slopes
797 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);
798 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
799 // trace from view origin to the cursor
800 if (cl_prydoncursor_notrace.integer)
801 {
802 cl.cmd.cursor_fraction = 1.0f;
803 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
804 VectorClear(cl.cmd.cursor_normal);
805 cl.cmd.cursor_entitynumber = 0;
806 }
807 else
808 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);
809 }
810
811 #define NUMOFFSETS 27
812 static vec3_t offsets[NUMOFFSETS] =
813 {
814 // 1 no nudge (just return the original if this test passes)
815 { 0.000, 0.000, 0.000},
816 // 6 simple nudges
817 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
818 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
819 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
820 // 4 diagonal flat nudges
821 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
822 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
823 // 8 diagonal upward nudges
824 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
825 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
826 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
827 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
828 // 8 diagonal downward nudges
829 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
830 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
831 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
832 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
833 };
834
CL_ClientMovement_Unstick(cl_clientmovement_state_t * s)835 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
836 {
837 int i;
838 vec3_t neworigin;
839 for (i = 0;i < NUMOFFSETS;i++)
840 {
841 VectorAdd(offsets[i], s->origin, neworigin);
842 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
843 {
844 VectorCopy(neworigin, s->origin);
845 return true;
846 }
847 }
848 // if all offsets failed, give up
849 return false;
850 }
851
CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t * s)852 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
853 {
854 vec_t f;
855 vec3_t origin1, origin2;
856 trace_t trace;
857
858 // make sure player is not stuck
859 CL_ClientMovement_Unstick(s);
860
861 // set crouched
862 if (s->cmd.crouch)
863 {
864 // wants to crouch, this always works..
865 if (!s->crouched)
866 s->crouched = true;
867 }
868 else
869 {
870 // wants to stand, if currently crouching we need to check for a
871 // low ceiling first
872 if (s->crouched)
873 {
874 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
875 if (!trace.startsolid)
876 s->crouched = false;
877 }
878 }
879 if (s->crouched)
880 {
881 VectorCopy(cl.playercrouchmins, s->mins);
882 VectorCopy(cl.playercrouchmaxs, s->maxs);
883 }
884 else
885 {
886 VectorCopy(cl.playerstandmins, s->mins);
887 VectorCopy(cl.playerstandmaxs, s->maxs);
888 }
889
890 // set onground
891 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
892 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
893 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
894 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
895 {
896 s->onground = true;
897
898 // this code actually "predicts" an impact; so let's clip velocity first
899 f = DotProduct(s->velocity, trace.plane.normal);
900 if(f < 0) // only if moving downwards actually
901 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
902 }
903 else
904 s->onground = false;
905
906 // set watertype/waterlevel
907 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
908 s->waterlevel = WATERLEVEL_NONE;
909 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
910 if (s->watertype)
911 {
912 s->waterlevel = WATERLEVEL_WETFEET;
913 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
914 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915 {
916 s->waterlevel = WATERLEVEL_SWIMMING;
917 origin1[2] = s->origin[2] + 22;
918 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919 s->waterlevel = WATERLEVEL_SUBMERGED;
920 }
921 }
922
923 // water jump prediction
924 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
925 s->waterjumptime = 0;
926 }
927
CL_ClientMovement_Move(cl_clientmovement_state_t * s)928 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
929 {
930 int bump;
931 double t;
932 vec_t f;
933 vec3_t neworigin;
934 vec3_t currentorigin2;
935 vec3_t neworigin2;
936 vec3_t primalvelocity;
937 trace_t trace;
938 trace_t trace2;
939 trace_t trace3;
940 CL_ClientMovement_UpdateStatus(s);
941 VectorCopy(s->velocity, primalvelocity);
942 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
943 {
944 VectorMA(s->origin, t, s->velocity, neworigin);
945 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
946 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
947 {
948 // may be a step or wall, try stepping up
949 // first move forward at a higher level
950 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
951 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
952 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
953 if (!trace2.startsolid)
954 {
955 // then move down from there
956 VectorCopy(trace2.endpos, currentorigin2);
957 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
958 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
959 //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]);
960 // accept the new trace if it made some progress
961 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
962 {
963 trace = trace2;
964 VectorCopy(trace3.endpos, trace.endpos);
965 }
966 }
967 }
968
969 // check if it moved at all
970 if (trace.fraction >= 0.001)
971 VectorCopy(trace.endpos, s->origin);
972
973 // check if it moved all the way
974 if (trace.fraction == 1)
975 break;
976
977 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
978 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
979 // this got commented out in a change that supposedly makes the code match QW better
980 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
981 if (trace.plane.normal[2] > 0.7)
982 s->onground = true;
983
984 t -= t * trace.fraction;
985
986 f = DotProduct(s->velocity, trace.plane.normal);
987 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988 }
989 if (s->waterjumptime > 0)
990 VectorCopy(primalvelocity, s->velocity);
991 }
992
993
CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t * s)994 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
995 {
996 vec_t wishspeed;
997 vec_t f;
998 vec3_t wishvel;
999 vec3_t wishdir;
1000
1001 // water jump only in certain situations
1002 // this mimics quakeworld code
1003 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1004 {
1005 vec3_t forward;
1006 vec3_t yawangles;
1007 vec3_t spot;
1008 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009 AngleVectors(yawangles, forward, NULL, NULL);
1010 VectorMA(s->origin, 24, forward, spot);
1011 spot[2] += 8;
1012 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1013 {
1014 spot[2] += 24;
1015 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1016 {
1017 VectorScale(forward, 50, s->velocity);
1018 s->velocity[2] = 310;
1019 s->waterjumptime = 2;
1020 s->onground = false;
1021 s->cmd.canjump = false;
1022 }
1023 }
1024 }
1025
1026 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027 {
1028 // drift towards bottom
1029 VectorSet(wishvel, 0, 0, -60);
1030 }
1031 else
1032 {
1033 // swim
1034 vec3_t forward;
1035 vec3_t right;
1036 vec3_t up;
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);
1041 }
1042
1043 // split wishvel into wishspeed and wishdir
1044 wishspeed = VectorLength(wishvel);
1045 if (wishspeed)
1046 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047 else
1048 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1050
1051 if (s->crouched)
1052 wishspeed *= 0.5;
1053
1054 if (s->waterjumptime <= 0)
1055 {
1056 // water friction
1057 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058 f = bound(0, f, 1);
1059 VectorScale(s->velocity, f, s->velocity);
1060
1061 // water acceleration
1062 f = wishspeed - DotProduct(s->velocity, wishdir);
1063 if (f > 0)
1064 {
1065 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066 VectorMA(s->velocity, f, wishdir, s->velocity);
1067 }
1068
1069 // holding jump button swims upward slowly
1070 if (s->cmd.jump)
1071 {
1072 if (s->watertype & SUPERCONTENTS_LAVA)
1073 s->velocity[2] = 50;
1074 else if (s->watertype & SUPERCONTENTS_SLIME)
1075 s->velocity[2] = 80;
1076 else
1077 {
1078 if (IS_NEXUIZ_DERIVED(gamemode))
1079 s->velocity[2] = 200;
1080 else
1081 s->velocity[2] = 100;
1082 }
1083 }
1084 }
1085
1086 CL_ClientMovement_Move(s);
1087 }
1088
CL_IsMoveInDirection(vec_t forward,vec_t side,vec_t angle)1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 {
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;
1095 if(angle > 1)
1096 return 0;
1097 if(angle < -1)
1098 return 0;
1099 return 1 - fabs(angle);
1100 }
1101
CL_GeomLerp(vec_t a,vec_t lerp,vec_t b)1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1103 {
1104 if(a == 0)
1105 {
1106 if(lerp < 1)
1107 return 0;
1108 else
1109 return b;
1110 }
1111 if(b == 0)
1112 {
1113 if(lerp > 0)
1114 return 0;
1115 else
1116 return a;
1117 }
1118 return a * pow(fabs(b / a), lerp);
1119 }
1120
CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t * s,vec3_t wishdir,vec_t wishspeed)1121 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1122 {
1123 vec_t zspeed, speed, dot, k;
1124
1125 #if 0
1126 // this doesn't play well with analog input
1127 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1128 return;
1129 k = 32;
1130 #else
1131 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1132 if(k <= 0)
1133 return;
1134 #endif
1135
1136 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1137
1138 zspeed = s->velocity[2];
1139 s->velocity[2] = 0;
1140 speed = VectorNormalizeLength(s->velocity);
1141
1142 dot = DotProduct(s->velocity, wishdir);
1143
1144 if(dot > 0) { // we can't change direction while slowing down
1145 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1147 k *= cl.movevars_aircontrol;
1148 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1149 VectorNormalize(s->velocity);
1150 }
1151
1152 VectorScale(s->velocity, speed, s->velocity);
1153 s->velocity[2] = zspeed;
1154 }
1155
CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw,float factor)1156 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1157 {
1158 return
1159 (accelqw < 0 ? -1 : +1)
1160 *
1161 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1162 }
1163
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 stretchfactor,vec_t sidefric,vec_t speedlimit)1164 static 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 stretchfactor, vec_t sidefric, vec_t speedlimit)
1165 {
1166 vec_t vel_straight;
1167 vec_t vel_z;
1168 vec3_t vel_perpend;
1169 vec_t step;
1170 vec3_t vel_xy;
1171 vec_t vel_xy_current;
1172 vec_t vel_xy_backward, vel_xy_forward;
1173 vec_t speedclamp;
1174
1175 if(stretchfactor > 0)
1176 speedclamp = stretchfactor;
1177 else if(accelqw < 0)
1178 speedclamp = 1;
1179 else
1180 speedclamp = -1; // no clamping
1181
1182 if(accelqw < 0)
1183 accelqw = -accelqw;
1184
1185 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1186 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1187
1188 vel_straight = DotProduct(s->velocity, wishdir);
1189 vel_z = s->velocity[2];
1190 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1191 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1192
1193 step = accel * s->cmd.frametime * wishspeed0;
1194
1195 vel_xy_current = VectorLength(vel_xy);
1196 if(speedlimit > 0)
1197 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1198 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1199 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1200 if(vel_xy_backward < 0)
1201 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1202
1203 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1204
1205 if(sidefric < 0 && VectorLength2(vel_perpend))
1206 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1207 {
1208 vec_t f, fmin;
1209 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1210 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1211 // assume: fmin > 1
1212 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1213 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1214 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1215 // obviously, this cannot be
1216 if(fmin <= 0)
1217 VectorScale(vel_perpend, f, vel_perpend);
1218 else
1219 {
1220 fmin = sqrt(fmin);
1221 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1222 }
1223 }
1224 else
1225 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1226
1227 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1228
1229 if(speedclamp >= 0)
1230 {
1231 vec_t vel_xy_preclamp;
1232 vel_xy_preclamp = VectorLength(s->velocity);
1233 if(vel_xy_preclamp > 0) // prevent division by zero
1234 {
1235 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1236 if(vel_xy_current < vel_xy_preclamp)
1237 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1238 }
1239 }
1240
1241 s->velocity[2] += vel_z;
1242 }
1243
CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t * s,vec3_t wishdir,vec_t wishspeed)1244 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1245 {
1246 vec3_t curvel, wishvel, acceldir, curdir;
1247 float addspeed, accelspeed, curspeed;
1248 float dot;
1249
1250 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1251 float bunnyaccel = cl.movevars_warsowbunny_accel;
1252 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1253 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1254 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1255
1256 if( !wishspeed )
1257 return;
1258
1259 VectorCopy( s->velocity, curvel );
1260 curvel[2] = 0;
1261 curspeed = VectorLength( curvel );
1262
1263 if( wishspeed > curspeed * 1.01f )
1264 {
1265 float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1266 if( faccelspeed < wishspeed )
1267 wishspeed = faccelspeed;
1268 }
1269 else
1270 {
1271 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1272 if( f < 0 )
1273 f = 0;
1274 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1275 }
1276 VectorScale( wishdir, wishspeed, wishvel );
1277 VectorSubtract( wishvel, curvel, acceldir );
1278 addspeed = VectorNormalizeLength( acceldir );
1279
1280 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1281 if( accelspeed > addspeed )
1282 accelspeed = addspeed;
1283
1284 if( backtosideratio < 1.0f )
1285 {
1286 VectorNormalize2( curvel, curdir );
1287 dot = DotProduct( acceldir, curdir );
1288 if( dot < 0 )
1289 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1290 }
1291
1292 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1293 }
1294
CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t * s)1295 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1296 {
1297 vec_t friction;
1298 vec_t wishspeed;
1299 vec_t addspeed;
1300 vec_t accelspeed;
1301 vec_t f;
1302 vec_t gravity;
1303 vec3_t forward;
1304 vec3_t right;
1305 vec3_t up;
1306 vec3_t wishvel;
1307 vec3_t wishdir;
1308 vec3_t yawangles;
1309 trace_t trace;
1310
1311 // jump if on ground with jump button pressed but only if it has been
1312 // released at least once since the last jump
1313 if (s->cmd.jump)
1314 {
1315 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1316 {
1317 s->velocity[2] += cl.movevars_jumpvelocity;
1318 s->onground = false;
1319 s->cmd.canjump = false;
1320 }
1321 }
1322 else
1323 s->cmd.canjump = true;
1324
1325 // calculate movement vector
1326 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1327 AngleVectors(yawangles, forward, right, up);
1328 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1329
1330 // split wishvel into wishspeed and wishdir
1331 wishspeed = VectorLength(wishvel);
1332 if (wishspeed)
1333 VectorScale(wishvel, 1 / wishspeed, wishdir);
1334 else
1335 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1336 // check if onground
1337 if (s->onground)
1338 {
1339 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1340 if (s->crouched)
1341 wishspeed *= 0.5;
1342
1343 // apply edge friction
1344 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1345 if (f > 0)
1346 {
1347 friction = cl.movevars_friction;
1348 if (cl.movevars_edgefriction != 1)
1349 {
1350 vec3_t neworigin2;
1351 vec3_t neworigin3;
1352 // note: QW uses the full player box for the trace, and yet still
1353 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1354 // this mimics it for compatibility
1355 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1356 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1357 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1358 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1359 else
1360 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1361 if (trace.fraction == 1 && !trace.startsolid)
1362 friction *= cl.movevars_edgefriction;
1363 }
1364 // apply ground friction
1365 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1366 f = max(f, 0);
1367 VectorScale(s->velocity, f, s->velocity);
1368 }
1369 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1370 if (addspeed > 0)
1371 {
1372 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1373 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1374 }
1375 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1376 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1377 {
1378 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1379 s->velocity[2] -= gravity * 0.5f;
1380 else
1381 s->velocity[2] -= gravity;
1382 }
1383 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1384 s->velocity[2] = 0;
1385 if (VectorLength2(s->velocity))
1386 CL_ClientMovement_Move(s);
1387 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1388 {
1389 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1390 s->velocity[2] -= gravity * 0.5f;
1391 }
1392 }
1393 else
1394 {
1395 if (s->waterjumptime <= 0)
1396 {
1397 // apply air speed limit
1398 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1399 qboolean accelerating;
1400
1401 accelqw = cl.movevars_airaccel_qw;
1402 wishspeed0 = wishspeed;
1403 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1404 if (s->crouched)
1405 wishspeed *= 0.5;
1406 accel = cl.movevars_airaccelerate;
1407
1408 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1409 wishspeed2 = wishspeed;
1410
1411 // CPM: air control
1412 if(cl.movevars_airstopaccelerate != 0)
1413 {
1414 vec3_t curdir;
1415 curdir[0] = s->velocity[0];
1416 curdir[1] = s->velocity[1];
1417 curdir[2] = 0;
1418 VectorNormalize(curdir);
1419 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1420 }
1421 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
1422 if(cl.movevars_maxairstrafespeed)
1423 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1424 if(cl.movevars_airstrafeaccelerate)
1425 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1426 if(cl.movevars_airstrafeaccel_qw)
1427 accelqw =
1428 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1429 *
1430 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1431 // !CPM
1432
1433 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1434 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1435 else
1436 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1437
1438 if(cl.movevars_aircontrol)
1439 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1440 }
1441 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1442 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1443 s->velocity[2] -= gravity * 0.5f;
1444 else
1445 s->velocity[2] -= gravity;
1446 CL_ClientMovement_Move(s);
1447 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1448 {
1449 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1450 s->velocity[2] -= gravity * 0.5f;
1451 }
1452 }
1453 }
1454
CL_ClientMovement_PlayerMove(cl_clientmovement_state_t * s)1455 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1456 {
1457 //Con_Printf(" %f", frametime);
1458 if (!s->cmd.jump)
1459 s->cmd.canjump = true;
1460 s->waterjumptime -= s->cmd.frametime;
1461 CL_ClientMovement_UpdateStatus(s);
1462 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1463 CL_ClientMovement_Physics_Swim(s);
1464 else
1465 CL_ClientMovement_Physics_Walk(s);
1466 }
1467
1468 extern cvar_t slowmo;
CL_UpdateMoveVars(void)1469 void CL_UpdateMoveVars(void)
1470 {
1471 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1472 {
1473 cl.moveflags = 0;
1474 }
1475 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1476 {
1477 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1478 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1479 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1480 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1481 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1482 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1483 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1484 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1485 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1486 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1487 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1488 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1489 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1490 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1491 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1492 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1493 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1494 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1495 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1496 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1497 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1498 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1499 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1500 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1501 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1502 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1503 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1504 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1505 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1506 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1507 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1508 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1509 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1510 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1511 }
1512 else
1513 {
1514 cl.moveflags = 0;
1515 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1516 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1517 cl.movevars_gravity = sv_gravity.value;
1518 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1519 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1520 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1521 cl.movevars_accelerate = cl_movement_accelerate.value;
1522 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1523 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1524 cl.movevars_friction = cl_movement_friction.value;
1525 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1526 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1527 cl.movevars_entgravity = 1;
1528 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1529 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1530 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1531 cl.movevars_stepheight = cl_movement_stepheight.value;
1532 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1533 cl.movevars_airaccel_qw_stretchfactor = 0;
1534 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1535 cl.movevars_airstopaccelerate = 0;
1536 cl.movevars_airstrafeaccelerate = 0;
1537 cl.movevars_maxairstrafespeed = 0;
1538 cl.movevars_airstrafeaccel_qw = 0;
1539 cl.movevars_aircontrol = 0;
1540 cl.movevars_aircontrol_power = 2;
1541 cl.movevars_aircontrol_penalty = 0;
1542 cl.movevars_warsowbunny_airforwardaccel = 0;
1543 cl.movevars_warsowbunny_accel = 0;
1544 cl.movevars_warsowbunny_topspeed = 0;
1545 cl.movevars_warsowbunny_turnaccel = 0;
1546 cl.movevars_warsowbunny_backtosideratio = 0;
1547 cl.movevars_airspeedlimit_nonqw = 0;
1548 }
1549
1550 if(!(cl.moveflags & MOVEFLAG_VALID))
1551 {
1552 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1553 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1554 }
1555
1556 if(cl.movevars_aircontrol_power <= 0)
1557 cl.movevars_aircontrol_power = 2; // CPMA default
1558 }
1559
CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t * s)1560 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1561 {
1562 // if a move is more than 50ms, do it as two moves (matching qwsv)
1563 //Con_Printf("%i ", s.cmd.msec);
1564 if(s->cmd.frametime > 0.0005)
1565 {
1566 if (s->cmd.frametime > 0.05)
1567 {
1568 s->cmd.frametime /= 2;
1569 CL_ClientMovement_PlayerMove(s);
1570 }
1571 CL_ClientMovement_PlayerMove(s);
1572 }
1573 else
1574 {
1575 // we REALLY need this handling to happen, even if the move is not executed
1576 if (!s->cmd.jump)
1577 s->cmd.canjump = true;
1578 }
1579 }
1580
CL_ClientMovement_Replay(void)1581 void CL_ClientMovement_Replay(void)
1582 {
1583 int i;
1584 double totalmovemsec;
1585 cl_clientmovement_state_t s;
1586
1587 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1588
1589 if (cl.movement_predicted && !cl.movement_replay)
1590 return;
1591
1592 if (!cl_movement_replay.integer)
1593 return;
1594
1595 // set up starting state for the series of moves
1596 memset(&s, 0, sizeof(s));
1597 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1598 VectorCopy(cl.mvelocity[0], s.velocity);
1599 s.crouched = true; // will be updated on first move
1600 //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]);
1601
1602 totalmovemsec = 0;
1603 for (i = 0;i < CL_MAX_USERCMDS;i++)
1604 if (cl.movecmd[i].sequence > cls.servermovesequence)
1605 totalmovemsec += cl.movecmd[i].msec;
1606 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);
1607 //Con_Printf("%i = %.0f >= %.0f && %u && (%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);
1608 if (cl.movement_predicted)
1609 {
1610 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1611
1612 // replay the input queue to predict current location
1613 // note: this relies on the fact there's always one queue item at the end
1614
1615 // find how many are still valid
1616 for (i = 0;i < CL_MAX_USERCMDS;i++)
1617 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1618 break;
1619 // now walk them in oldest to newest order
1620 for (i--;i >= 0;i--)
1621 {
1622 s.cmd = cl.movecmd[i];
1623 if (i < CL_MAX_USERCMDS - 1)
1624 s.cmd.canjump = cl.movecmd[i+1].canjump;
1625
1626 CL_ClientMovement_PlayerMove_Frame(&s);
1627
1628 cl.movecmd[i].canjump = s.cmd.canjump;
1629 }
1630 //Con_Printf("\n");
1631 CL_ClientMovement_UpdateStatus(&s);
1632 }
1633 else
1634 {
1635 // get the first movement queue entry to know whether to crouch and such
1636 s.cmd = cl.movecmd[0];
1637 }
1638
1639 if (!cls.demoplayback) // for bob, speedometer
1640 {
1641 cl.movement_replay = false;
1642 // update the interpolation target position and velocity
1643 VectorCopy(s.origin, cl.movement_origin);
1644 VectorCopy(s.velocity, cl.movement_velocity);
1645 }
1646
1647 // update the onground flag if appropriate
1648 if (cl.movement_predicted)
1649 {
1650 // when predicted we simply set the flag according to the UpdateStatus
1651 cl.onground = s.onground;
1652 }
1653 else
1654 {
1655 // when not predicted, cl.onground is cleared by cl_parse.c each time
1656 // an update packet is received, but can be forced on here to hide
1657 // server inconsistencies in the onground flag
1658 // (which mostly occur when stepping up stairs at very high framerates
1659 // where after the step up the move continues forward and not
1660 // downward so the ground is not detected)
1661 //
1662 // such onground inconsistencies can cause jittery gun bobbing and
1663 // stair smoothing, so we set onground if UpdateStatus says so
1664 if (s.onground)
1665 cl.onground = true;
1666 }
1667 }
1668
QW_MSG_WriteDeltaUsercmd(sizebuf_t * buf,usercmd_t * from,usercmd_t * to)1669 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1670 {
1671 int bits;
1672
1673 bits = 0;
1674 if (to->viewangles[0] != from->viewangles[0])
1675 bits |= QW_CM_ANGLE1;
1676 if (to->viewangles[1] != from->viewangles[1])
1677 bits |= QW_CM_ANGLE2;
1678 if (to->viewangles[2] != from->viewangles[2])
1679 bits |= QW_CM_ANGLE3;
1680 if (to->forwardmove != from->forwardmove)
1681 bits |= QW_CM_FORWARD;
1682 if (to->sidemove != from->sidemove)
1683 bits |= QW_CM_SIDE;
1684 if (to->upmove != from->upmove)
1685 bits |= QW_CM_UP;
1686 if (to->buttons != from->buttons)
1687 bits |= QW_CM_BUTTONS;
1688 if (to->impulse != from->impulse)
1689 bits |= QW_CM_IMPULSE;
1690
1691 MSG_WriteByte(buf, bits);
1692 if (bits & QW_CM_ANGLE1)
1693 MSG_WriteAngle16i(buf, to->viewangles[0]);
1694 if (bits & QW_CM_ANGLE2)
1695 MSG_WriteAngle16i(buf, to->viewangles[1]);
1696 if (bits & QW_CM_ANGLE3)
1697 MSG_WriteAngle16i(buf, to->viewangles[2]);
1698 if (bits & QW_CM_FORWARD)
1699 MSG_WriteShort(buf, (short) to->forwardmove);
1700 if (bits & QW_CM_SIDE)
1701 MSG_WriteShort(buf, (short) to->sidemove);
1702 if (bits & QW_CM_UP)
1703 MSG_WriteShort(buf, (short) to->upmove);
1704 if (bits & QW_CM_BUTTONS)
1705 MSG_WriteByte(buf, to->buttons);
1706 if (bits & QW_CM_IMPULSE)
1707 MSG_WriteByte(buf, to->impulse);
1708 MSG_WriteByte(buf, to->msec);
1709 }
1710
CL_NewFrameReceived(int num)1711 void CL_NewFrameReceived(int num)
1712 {
1713 if (developer_networkentities.integer >= 10)
1714 Con_Printf("recv: svc_entities %i\n", num);
1715 cl.latestframenums[cl.latestframenumsposition] = num;
1716 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1717 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1718 }
1719
CL_RotateMoves(const matrix4x4_t * m)1720 void CL_RotateMoves(const matrix4x4_t *m)
1721 {
1722 // rotate viewangles in all previous moves
1723 vec3_t v;
1724 vec3_t f, r, u;
1725 int i;
1726 for (i = 0;i < CL_MAX_USERCMDS;i++)
1727 {
1728 if (cl.movecmd[i].sequence > cls.servermovesequence)
1729 {
1730 usercmd_t *c = &cl.movecmd[i];
1731 AngleVectors(c->viewangles, f, r, u);
1732 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1733 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1734 AnglesFromVectors(c->viewangles, f, u, false);
1735 }
1736 }
1737 }
1738
1739 /*
1740 ==============
1741 CL_SendMove
1742 ==============
1743 */
1744 usercmd_t nullcmd; // for delta compression of qw moves
CL_SendMove(void)1745 void CL_SendMove(void)
1746 {
1747 int i, j, packetloss;
1748 int checksumindex;
1749 int bits;
1750 int maxusercmds;
1751 usercmd_t *cmd;
1752 sizebuf_t buf;
1753 unsigned char data[1024];
1754 double packettime;
1755 int msecdelta;
1756 qboolean quemove;
1757 qboolean important;
1758
1759 // if playing a demo, do nothing
1760 if (!cls.netcon)
1761 return;
1762
1763 // we don't que moves during a lag spike (potential network timeout)
1764 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1765
1766 // we build up cl.cmd and then decide whether to send or not
1767 // we store this into cl.movecmd[0] for prediction each frame even if we
1768 // do not send, to make sure that prediction is instant
1769 cl.cmd.time = cl.time;
1770 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1771
1772 // set button bits
1773 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1774 bits = 0;
1775 if (in_attack.state & 3) bits |= 1;
1776 if (in_jump.state & 3) bits |= 2;
1777 if (in_button3.state & 3) bits |= 4;
1778 if (in_button4.state & 3) bits |= 8;
1779 if (in_button5.state & 3) bits |= 16;
1780 if (in_button6.state & 3) bits |= 32;
1781 if (in_button7.state & 3) bits |= 64;
1782 if (in_button8.state & 3) bits |= 128;
1783 if (in_use.state & 3) bits |= 256;
1784 if (key_dest != key_game || key_consoleactive) bits |= 512;
1785 if (cl_prydoncursor.integer > 0) bits |= 1024;
1786 if (in_button9.state & 3) bits |= 2048;
1787 if (in_button10.state & 3) bits |= 4096;
1788 if (in_button11.state & 3) bits |= 8192;
1789 if (in_button12.state & 3) bits |= 16384;
1790 if (in_button13.state & 3) bits |= 32768;
1791 if (in_button14.state & 3) bits |= 65536;
1792 if (in_button15.state & 3) bits |= 131072;
1793 if (in_button16.state & 3) bits |= 262144;
1794 // button bits 19-31 unused currently
1795 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1796 if(cl_prydoncursor.integer > 0)
1797 {
1798 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1799 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1800 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1801 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1802 }
1803
1804 // set buttons and impulse
1805 cl.cmd.buttons = bits;
1806 cl.cmd.impulse = in_impulse;
1807
1808 // set viewangles
1809 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1810
1811 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1812 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1813 // ridiculous value rejection (matches qw)
1814 if (cl.cmd.msec > 250)
1815 cl.cmd.msec = 100;
1816 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1817
1818 switch(cls.protocol)
1819 {
1820 case PROTOCOL_QUAKEWORLD:
1821 // quakeworld uses a different cvar with opposite meaning, for compatibility
1822 cl.cmd.predicted = cl_nopred.integer == 0;
1823 break;
1824 case PROTOCOL_DARKPLACES6:
1825 case PROTOCOL_DARKPLACES7:
1826 cl.cmd.predicted = cl_movement.integer != 0;
1827 break;
1828 default:
1829 cl.cmd.predicted = false;
1830 break;
1831 }
1832
1833 // movement is set by input code (forwardmove/sidemove/upmove)
1834 // always dump the first two moves, because they may contain leftover inputs from the last level
1835 if (cl.cmd.sequence <= 2)
1836 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1837
1838 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1839 cl.cmd.crouch = 0;
1840 switch (cls.protocol)
1841 {
1842 case PROTOCOL_QUAKEWORLD:
1843 case PROTOCOL_QUAKE:
1844 case PROTOCOL_QUAKEDP:
1845 case PROTOCOL_NEHAHRAMOVIE:
1846 case PROTOCOL_NEHAHRABJP:
1847 case PROTOCOL_NEHAHRABJP2:
1848 case PROTOCOL_NEHAHRABJP3:
1849 case PROTOCOL_DARKPLACES1:
1850 case PROTOCOL_DARKPLACES2:
1851 case PROTOCOL_DARKPLACES3:
1852 case PROTOCOL_DARKPLACES4:
1853 case PROTOCOL_DARKPLACES5:
1854 break;
1855 case PROTOCOL_DARKPLACES6:
1856 case PROTOCOL_DARKPLACES7:
1857 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1858 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1859 break;
1860 case PROTOCOL_UNKNOWN:
1861 break;
1862 }
1863
1864 if (quemove)
1865 cl.movecmd[0] = cl.cmd;
1866
1867 // don't predict more than 200fps
1868 if (realtime >= cl.lastpackettime + 0.005)
1869 cl.movement_replay = true; // redo the prediction
1870
1871 // now decide whether to actually send this move
1872 // (otherwise it is only for prediction)
1873
1874 // don't send too often or else network connections can get clogged by a
1875 // high renderer framerate
1876 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1877 if (cl.movevars_timescale && cl.movevars_ticrate)
1878 {
1879 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1880 packettime = min(packettime, maxtic);
1881 }
1882
1883 // do not send 0ms packets because they mess up physics
1884 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1885 return;
1886 // always send if buttons changed or an impulse is pending
1887 // even if it violates the rate limit!
1888 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1889 // don't send too often (cl_netfps)
1890 if (!important && realtime < cl.lastpackettime + packettime)
1891 return;
1892 // don't choke the connection with packets (obey rate limit)
1893 // it is important that this check be last, because it adds a new
1894 // frame to the shownetgraph output and any cancelation after this
1895 // will produce a nasty spike-like look to the netgraph
1896 // we also still send if it is important
1897 if (!NetConn_CanSend(cls.netcon) && !important)
1898 return;
1899 // try to round off the lastpackettime to a multiple of the packet interval
1900 // (this causes it to emit packets at a steady beat)
1901 if (packettime > 0)
1902 cl.lastpackettime = floor(realtime / packettime) * packettime;
1903 else
1904 cl.lastpackettime = realtime;
1905
1906 buf.maxsize = sizeof(data);
1907 buf.cursize = 0;
1908 buf.data = data;
1909
1910 // send the movement message
1911 // PROTOCOL_QUAKE clc_move = 16 bytes total
1912 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1913 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1914 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1915 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1916 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1917 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1918 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1919 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1920 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1921 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1922
1923 // set prydon cursor info
1924 CL_UpdatePrydonCursor();
1925
1926 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1927 {
1928 switch (cls.protocol)
1929 {
1930 case PROTOCOL_QUAKEWORLD:
1931 MSG_WriteByte(&buf, qw_clc_move);
1932 // save the position for a checksum byte
1933 checksumindex = buf.cursize;
1934 MSG_WriteByte(&buf, 0);
1935 // packet loss percentage
1936 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1937 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1938 packetloss++;
1939 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1940 MSG_WriteByte(&buf, packetloss);
1941 // write most recent 3 moves
1942 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1943 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1944 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1945 // calculate the checksum
1946 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1947 // if delta compression history overflows, request no delta
1948 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1949 cl.qw_validsequence = 0;
1950 // request delta compression if appropriate
1951 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1952 {
1953 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1954 MSG_WriteByte(&buf, qw_clc_delta);
1955 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1956 }
1957 else
1958 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1959 break;
1960 case PROTOCOL_QUAKE:
1961 case PROTOCOL_QUAKEDP:
1962 case PROTOCOL_NEHAHRAMOVIE:
1963 case PROTOCOL_NEHAHRABJP:
1964 case PROTOCOL_NEHAHRABJP2:
1965 case PROTOCOL_NEHAHRABJP3:
1966 // 5 bytes
1967 MSG_WriteByte (&buf, clc_move);
1968 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1969 // 3 bytes (6 bytes in proquake)
1970 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1971 {
1972 for (i = 0;i < 3;i++)
1973 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1974 }
1975 else
1976 {
1977 for (i = 0;i < 3;i++)
1978 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1979 }
1980 // 6 bytes
1981 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1982 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1983 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1984 // 2 bytes
1985 MSG_WriteByte (&buf, cl.cmd.buttons);
1986 MSG_WriteByte (&buf, cl.cmd.impulse);
1987 break;
1988 case PROTOCOL_DARKPLACES2:
1989 case PROTOCOL_DARKPLACES3:
1990 // 5 bytes
1991 MSG_WriteByte (&buf, clc_move);
1992 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1993 // 12 bytes
1994 for (i = 0;i < 3;i++)
1995 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1996 // 6 bytes
1997 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1998 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1999 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2000 // 2 bytes
2001 MSG_WriteByte (&buf, cl.cmd.buttons);
2002 MSG_WriteByte (&buf, cl.cmd.impulse);
2003 break;
2004 case PROTOCOL_DARKPLACES1:
2005 case PROTOCOL_DARKPLACES4:
2006 case PROTOCOL_DARKPLACES5:
2007 // 5 bytes
2008 MSG_WriteByte (&buf, clc_move);
2009 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2010 // 6 bytes
2011 for (i = 0;i < 3;i++)
2012 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2013 // 6 bytes
2014 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2015 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2016 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2017 // 2 bytes
2018 MSG_WriteByte (&buf, cl.cmd.buttons);
2019 MSG_WriteByte (&buf, cl.cmd.impulse);
2020 case PROTOCOL_DARKPLACES6:
2021 case PROTOCOL_DARKPLACES7:
2022 // set the maxusercmds variable to limit how many should be sent
2023 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2024 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2025 if (!cl.cmd.predicted)
2026 maxusercmds = 1;
2027
2028 // send the latest moves in order, the old ones will be
2029 // ignored by the server harmlessly, however if the previous
2030 // packets were lost these moves will be used
2031 //
2032 // this reduces packet loss impact on gameplay.
2033 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2034 {
2035 // don't repeat any stale moves
2036 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2037 continue;
2038 // 5/9 bytes
2039 MSG_WriteByte (&buf, clc_move);
2040 if (cls.protocol != PROTOCOL_DARKPLACES6)
2041 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2042 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2043 // 6 bytes
2044 for (i = 0;i < 3;i++)
2045 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2046 // 6 bytes
2047 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2048 MSG_WriteCoord16i (&buf, cmd->sidemove);
2049 MSG_WriteCoord16i (&buf, cmd->upmove);
2050 // 5 bytes
2051 MSG_WriteLong (&buf, cmd->buttons);
2052 MSG_WriteByte (&buf, cmd->impulse);
2053 // PRYDON_CLIENTCURSOR
2054 // 30 bytes
2055 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2056 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2057 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2058 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2059 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2060 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2061 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2062 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2063 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2064 }
2065 break;
2066 case PROTOCOL_UNKNOWN:
2067 break;
2068 }
2069 }
2070
2071 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2072 {
2073 // ack entity frame numbers received since the last input was sent
2074 // (redundent to improve handling of client->server packet loss)
2075 // if cl_netrepeatinput is 1 and client framerate matches server
2076 // framerate, this is 10 bytes, if client framerate is lower this
2077 // will be more...
2078 unsigned int oldsequence = cl.cmd.sequence;
2079 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2080 if (oldsequence > delta)
2081 oldsequence = oldsequence - delta;
2082 else
2083 oldsequence = 1;
2084 for (i = 0;i < LATESTFRAMENUMS;i++)
2085 {
2086 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2087 if (cl.latestsendnums[j] >= oldsequence)
2088 {
2089 if (developer_networkentities.integer >= 10)
2090 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2091 MSG_WriteByte(&buf, clc_ackframe);
2092 MSG_WriteLong(&buf, cl.latestframenums[j]);
2093 }
2094 }
2095 }
2096
2097 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2098 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2099
2100 // acknowledge any recently received data blocks
2101 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2102 {
2103 MSG_WriteByte(&buf, clc_ackdownloaddata);
2104 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2105 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2106 cls.dp_downloadack[i].start = 0;
2107 cls.dp_downloadack[i].size = 0;
2108 }
2109
2110 // send the reliable message (forwarded commands) if there is one
2111 if (buf.cursize || cls.netcon->message.cursize)
2112 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2113
2114 if (quemove)
2115 {
2116 // update the cl.movecmd array which holds the most recent moves,
2117 // because we now need a new slot for the next input
2118 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2119 cl.movecmd[i] = cl.movecmd[i-1];
2120 cl.movecmd[0].msec = 0;
2121 cl.movecmd[0].frametime = 0;
2122 }
2123
2124 // clear button 'click' states
2125 in_attack.state &= ~2;
2126 in_jump.state &= ~2;
2127 in_button3.state &= ~2;
2128 in_button4.state &= ~2;
2129 in_button5.state &= ~2;
2130 in_button6.state &= ~2;
2131 in_button7.state &= ~2;
2132 in_button8.state &= ~2;
2133 in_use.state &= ~2;
2134 in_button9.state &= ~2;
2135 in_button10.state &= ~2;
2136 in_button11.state &= ~2;
2137 in_button12.state &= ~2;
2138 in_button13.state &= ~2;
2139 in_button14.state &= ~2;
2140 in_button15.state &= ~2;
2141 in_button16.state &= ~2;
2142 // clear impulse
2143 in_impulse = 0;
2144
2145 if (cls.netcon->message.overflowed)
2146 {
2147 Con_Print("CL_SendMove: lost server connection\n");
2148 CL_Disconnect();
2149 SV_LockThreadMutex();
2150 Host_ShutdownServer();
2151 SV_UnlockThreadMutex();
2152 }
2153 }
2154
2155 /*
2156 ============
2157 CL_InitInput
2158 ============
2159 */
CL_InitInput(void)2160 void CL_InitInput (void)
2161 {
2162 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2163 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2164 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2165 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2166 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2167 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2168 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2169 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2170 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2171 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2172 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2173 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2174 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2175 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2176 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2177 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2178 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2179 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2180 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2181 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2182 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2183 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2184 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2185 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2186 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2187 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2188 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2189 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2190 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2191 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2192 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2193 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2194 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2195
2196 // LordHavoc: added use button
2197 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2198 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2199
2200 // LordHavoc: added 6 new buttons
2201 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2202 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2203 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2204 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2205 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2206 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2207 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2208 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2209 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2210 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2211 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2212 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2213 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2214 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2215 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2216 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2217 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2218 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2219 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2220 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2221 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2222 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2223 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2224 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2225 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2226 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2227 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2228 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2229
2230 // LordHavoc: added bestweapon command
2231 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)");
2232 #if 0
2233 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");
2234 #endif
2235 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2236
2237 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2238 Cvar_RegisterVariable(&cl_movement);
2239 Cvar_RegisterVariable(&cl_movement_replay);
2240 Cvar_RegisterVariable(&cl_movement_nettimeout);
2241 Cvar_RegisterVariable(&cl_movement_minping);
2242 Cvar_RegisterVariable(&cl_movement_track_canjump);
2243 Cvar_RegisterVariable(&cl_movement_maxspeed);
2244 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2245 Cvar_RegisterVariable(&cl_movement_stopspeed);
2246 Cvar_RegisterVariable(&cl_movement_friction);
2247 Cvar_RegisterVariable(&cl_movement_wallfriction);
2248 Cvar_RegisterVariable(&cl_movement_waterfriction);
2249 Cvar_RegisterVariable(&cl_movement_edgefriction);
2250 Cvar_RegisterVariable(&cl_movement_stepheight);
2251 Cvar_RegisterVariable(&cl_movement_accelerate);
2252 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2253 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2254 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2255 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2256 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2257 Cvar_RegisterVariable(&cl_nopred);
2258
2259 Cvar_RegisterVariable(&in_pitch_min);
2260 Cvar_RegisterVariable(&in_pitch_max);
2261 Cvar_RegisterVariable(&m_filter);
2262 Cvar_RegisterVariable(&m_accelerate);
2263 Cvar_RegisterVariable(&m_accelerate_minspeed);
2264 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2265 Cvar_RegisterVariable(&m_accelerate_filter);
2266
2267 Cvar_RegisterVariable(&cl_netfps);
2268 Cvar_RegisterVariable(&cl_netrepeatinput);
2269 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2270
2271 Cvar_RegisterVariable(&cl_nodelta);
2272
2273 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2274 }
2275
2276