mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 20:32:43 +00:00
589b09ae1d
reworked a few q2 particle effects. q2 should feel a bit better now. by no means complete. ssqcless csqc should have time progressing. q3ui+console should be a bit less stupid. stripped old huffman code. copied over from ioquake3. should help avoid bugs in that shit. system mouse cursor should now always be hidden when running windowed. soft-cursor only. added bindlist.lst feature. particle system can now support weighted/randomized sounds. model command now more verbose, and supports renderflags. renamed debugger cvar to pr_debugger, in the hopes that it'll be easier to find. also added to menu a little more visibly in a politically-motivated move. fix q2+viewsize 30 'high' particles now have scrag+hknight impact effects. perhaps I overdid the scrag one. fixed q2 player icons on the scoreboard. added q3bsp_surf_meshcollision_* cvars. dedicated servers now use the same bsp etc loading code as clients. the dedicated-server-only stuff is no longer needed, which is a good thing because it seemed a little buggy last time I tried. split vertex+fragment shader compilation, for systems that secretly thread that. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4651 fc73d0e0-1445-4013-8a0c-d673dee63da5
2006 lines
53 KiB
C
2006 lines
53 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl.input.c -- builds an intended movement command to send to the server
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#include "quakedef.h"
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#ifdef _WIN32
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#include "winquake.h" //fps indep stuff.
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#endif
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float in_sensitivityscale = 1;
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void CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue);
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cvar_t cl_nodelta = CVAR("cl_nodelta","0");
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cvar_t cl_c2spps = CVAR("cl_c2spps", "0");
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cvar_t cl_c2sImpulseBackup = SCVAR("cl_c2sImpulseBackup","3");
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cvar_t cl_netfps = CVAR("cl_netfps", "150");
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cvar_t cl_sparemsec = CVARC("cl_sparemsec", "10", CL_SpareMsec_Callback);
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cvar_t cl_queueimpulses = CVAR("cl_queueimpulses", "0");
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cvar_t cl_smartjump = CVAR("cl_smartjump", "1");
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cvar_t cl_run = CVARD("cl_run", "0", "Enables autorun, inverting the state of the +speed key.");
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cvar_t cl_fastaccel = CVARD("cl_fastaccel", "1", "Begin moving at full speed instantly, instead of waiting a frame or so.");
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cvar_t cl_prydoncursor = CVAR("cl_prydoncursor", ""); //for dp protocol
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cvar_t cl_instantrotate = CVARF("cl_instantrotate", "1", CVAR_SEMICHEAT);
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cvar_t in_xflip = {"in_xflip", "0"};
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cvar_t prox_inmenu = CVAR("prox_inmenu", "0");
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usercmd_t independantphysics[MAX_SPLITS];
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vec3_t mousemovements[MAX_SPLITS];
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/*kinda a hack...*/
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static int con_splitmodifier;
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cvar_t cl_forcesplitclient = CVAR("in_forcesplitclient", "0");
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extern cvar_t cl_splitscreen;
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int CL_TargettedSplit(qboolean nowrap)
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{
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char *c;
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int pnum;
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int mod;
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if (nowrap)
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mod = MAX_SPLITS;
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else
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mod = cl.splitclients;
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if (mod < 1)
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return 0;
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c = Cmd_Argv(0);
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pnum = atoi(c+strlen(c)-1);
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if (pnum && !(c[1] == 'b'&&c[2] == 'u' && !atoi(c+strlen(c)-2)))
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{
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pnum--;
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return pnum;
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}
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if (con_splitmodifier > 0)
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return (con_splitmodifier - 1) % mod;
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else if (cl_forcesplitclient.ival > 0)
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return (cl_forcesplitclient.ival-1) % mod;
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else
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return 0;
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}
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void CL_Split_f(void)
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{
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int tmp;
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char *c;
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c = Cmd_Argv(0);
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tmp = con_splitmodifier;
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if (*c == '+' || *c == '-')
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{
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con_splitmodifier = c[2];
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Cmd_ExecuteString(va("%c%s", *c, Cmd_Args()), Cmd_ExecLevel);
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}
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else
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{
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con_splitmodifier = c[1];
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Cmd_ExecuteString(Cmd_Args(), Cmd_ExecLevel);
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}
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con_splitmodifier = tmp;
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}
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void CL_SplitA_f(void)
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{
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int tmp;
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char *c, *args;
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c = Cmd_Argv(0);
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args = COM_Parse(Cmd_Args());
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if (!args)
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return;
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while(*args == ' ' || *args == '\t')
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args++;
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tmp = con_splitmodifier;
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con_splitmodifier = atoi(com_token);
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if (*c == '+' || *c == '-')
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Cmd_ExecuteString(va("%c%s", *c, args), Cmd_ExecLevel);
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else
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Cmd_ExecuteString(args, Cmd_ExecLevel);
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con_splitmodifier = tmp;
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}
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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===============================================================================
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*/
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kbutton_t in_mlook, in_klook;
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
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kbutton_t in_up, in_down;
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kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
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#define IN_IMPULSECACHE 256
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int in_impulse[MAX_SPLITS][IN_IMPULSECACHE];
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int in_nextimpulse[MAX_SPLITS];
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int in_impulsespending[MAX_SPLITS];
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float cursor_screen[2];
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qboolean cursor_active;
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void KeyDown (kbutton_t *b)
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{
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int k;
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char *c;
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int pnum = CL_TargettedSplit(false);
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c)&255;
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else
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k = -1; // typed manually at the console for continuous down
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if (k == b->down[pnum][0] || k == b->down[pnum][1])
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return; // repeating key
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if (!b->down[pnum][0])
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b->down[pnum][0] = k;
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else if (!b->down[pnum][1])
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b->down[pnum][1] = k;
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else
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{
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Con_Printf ("Three keys down for a button!\n");
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return;
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}
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if (b->state[pnum] & 1)
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return; // still down
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b->state[pnum] |= 1 + 2; // down + impulse down
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}
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void KeyUp (kbutton_t *b)
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{
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int k;
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char *c;
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int pnum = CL_TargettedSplit(false);
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c)&255;
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else
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{ // typed manually at the console, assume for unsticking, so clear all
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b->down[pnum][0] = b->down[pnum][1] = 0;
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b->state[pnum] = 4; // impulse up
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return;
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}
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if (b->down[pnum][0] == k)
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b->down[pnum][0] = 0;
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else if (b->down[pnum][1] == k)
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b->down[pnum][1] = 0;
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else
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return; // key up without coresponding down (menu pass through)
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if (b->down[pnum][0] || b->down[pnum][1])
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return; // some other key is still holding it down
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if (!(b->state[pnum] & 1))
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return; // still up (this should not happen)
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b->state[pnum] &= ~1; // now up
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b->state[pnum] |= 4; // impulse up
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}
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void IN_KLookDown (void) {KeyDown(&in_klook);}
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void IN_KLookUp (void) {KeyUp(&in_klook);}
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void IN_MLookDown (void) {KeyDown(&in_mlook);}
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void IN_MLookUp (void)
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{
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int pnum = CL_TargettedSplit(false);
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KeyUp(&in_mlook);
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if ( !(in_mlook.state[pnum]&1) && lookspring.ival)
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V_StartPitchDrift(&cl.playerview[pnum]);
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}
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void IN_UpDown(void) {KeyDown(&in_up);}
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void IN_UpUp(void) {KeyUp(&in_up);}
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void IN_DownDown(void) {KeyDown(&in_down);}
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void IN_DownUp(void) {KeyUp(&in_down);}
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void IN_LeftDown(void) {KeyDown(&in_left);}
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void IN_LeftUp(void) {KeyUp(&in_left);}
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void IN_RightDown(void) {KeyDown(&in_right);}
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void IN_RightUp(void) {KeyUp(&in_right);}
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void IN_ForwardDown(void) {KeyDown(&in_forward);}
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void IN_ForwardUp(void) {KeyUp(&in_forward);}
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void IN_BackDown(void) {KeyDown(&in_back);}
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void IN_BackUp(void) {KeyUp(&in_back);}
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void IN_LookupDown(void) {KeyDown(&in_lookup);}
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void IN_LookupUp(void) {KeyUp(&in_lookup);}
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void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
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void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
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void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
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void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
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void IN_MoverightDown(void) {KeyDown(&in_moveright);}
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void IN_MoverightUp(void) {KeyUp(&in_moveright);}
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void IN_SpeedDown(void) {KeyDown(&in_speed);}
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void IN_SpeedUp(void) {KeyUp(&in_speed);}
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void IN_StrafeDown(void) {KeyDown(&in_strafe);}
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void IN_StrafeUp(void) {KeyUp(&in_strafe);}
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void IN_AttackDown(void) {KeyDown(&in_attack);}
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void IN_AttackUp(void) {KeyUp(&in_attack);}
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void IN_UseDown (void) {KeyDown(&in_use);}
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void IN_UseUp (void) {KeyUp(&in_use);}
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void IN_JumpDown (void)
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{
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qboolean condition;
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int pnum = CL_TargettedSplit(false);
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condition = (cls.state == ca_active && cl_smartjump.ival && !prox_inmenu.ival);
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#ifdef Q2CLIENT
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if (condition && cls.protocol == CP_QUAKE2)
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KeyDown(&in_up);
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else
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#endif
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if (condition && cl.playerview[pnum].stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.spectator &&
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cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[cl.playerview[pnum].playernum].messagenum == cl.validsequence && cl.playerview[pnum].waterlevel >= 2 && (!cl.teamfortress || !(in_forward.state[pnum] & 1))
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)
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KeyDown(&in_up);
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else if (condition && cl.spectator && Cam_TrackNum(&cl.playerview[pnum]) == -1)
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KeyDown(&in_up);
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else
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KeyDown(&in_jump);
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}
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void IN_JumpUp (void)
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{
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if (cl_smartjump.ival)
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KeyUp(&in_up);
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KeyUp(&in_jump);
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}
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void IN_Button3Down(void) {KeyDown(&in_button3);}
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void IN_Button3Up(void) {KeyUp(&in_button3);}
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void IN_Button4Down(void) {KeyDown(&in_button4);}
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void IN_Button4Up(void) {KeyUp(&in_button4);}
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void IN_Button5Down(void) {KeyDown(&in_button5);}
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void IN_Button5Up(void) {KeyUp(&in_button5);}
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void IN_Button6Down(void) {KeyDown(&in_button6);}
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void IN_Button6Up(void) {KeyUp(&in_button6);}
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void IN_Button7Down(void) {KeyDown(&in_button7);}
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void IN_Button7Up(void) {KeyUp(&in_button7);}
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void IN_Button8Down(void) {KeyDown(&in_button8);}
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void IN_Button8Up(void) {KeyUp(&in_button8);}
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float in_rotate;
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void IN_Rotate_f (void) {in_rotate += atoi(Cmd_Argv(1));}
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//is this useful?
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//This function incorporates Tonik's impulse 8 7 6 5 4 3 2 1 to select the prefered weapon on the basis of having it.
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//It also incorporates split screen input as well as impulse buffering
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void IN_Impulse (void)
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{
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int newimp;
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int best, i, imp, items;
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int pnum = CL_TargettedSplit(false);
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newimp = Q_atoi(Cmd_Argv(1));
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if (Cmd_Argc() > 2)
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{
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items = cl.playerview[pnum].stats[STAT_ITEMS];
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best = 0;
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for (i = Cmd_Argc() - 1; i > 0; i--)
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{
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imp = Q_atoi(Cmd_Argv(i));
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if (imp < 1 || imp > 8)
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continue;
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switch (imp)
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{
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case 1:
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if (items & IT_AXE)
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best = 1;
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break;
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case 2:
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if (items & IT_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 1)
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best = 2;
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break;
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case 3:
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if (items & IT_SUPER_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 2)
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best = 3;
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break;
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case 4:
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if (items & IT_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 1)
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best = 4;
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break;
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case 5:
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if (items & IT_SUPER_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 2)
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best = 5;
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break;
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case 6:
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if (items & IT_GRENADE_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)
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best = 6;
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break;
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case 7:
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if (items & IT_ROCKET_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)
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best = 7;
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break;
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case 8:
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if (items & IT_LIGHTNING && cl.playerview[pnum].stats[STAT_CELLS] >= 1)
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best = 8;
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}
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}
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if (best)
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newimp = best;
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}
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if (in_impulsespending[pnum]>=IN_IMPULSECACHE)
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{
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Con_Printf("Too many impulses, ignoring %i\n", newimp);
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return;
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}
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if (cl_queueimpulses.ival)
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{
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in_impulse[pnum][(in_nextimpulse[pnum]+in_impulsespending[pnum])%IN_IMPULSECACHE] = newimp;
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in_impulsespending[pnum]++;
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}
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else
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{
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in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = newimp;
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in_impulsespending[pnum]=1;
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}
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}
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void IN_Restart (void)
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{
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IN_Shutdown();
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IN_ReInit();
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}
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/*
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===============
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CL_KeyState
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Returns 0.25 if a key was pressed and released during the frame,
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0.5 if it was pressed and held
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0 if held then released, and
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1.0 if held for the entire time
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===============
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*/
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float CL_KeyState (kbutton_t *key, int pnum, qboolean noslowstart)
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{
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float val;
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qboolean impulsedown, impulseup, down;
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noslowstart = noslowstart && cl_fastaccel.ival;
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impulsedown = key->state[pnum] & 2;
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impulseup = key->state[pnum] & 4;
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down = key->state[pnum] & 1;
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val = 0;
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if (impulsedown && !impulseup)
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{
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if (down)
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val = noslowstart?1.0:0.5; // pressed and held this frame
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else
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val = 0; // I_Error ();
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}
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if (impulseup && !impulsedown)
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{
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if (down)
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val = 0; // I_Error ();
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else
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val = 0; // released this frame
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}
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if (!impulsedown && !impulseup)
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{
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if (down)
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val = 1.0; // held the entire frame
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else
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val = 0; // up the entire frame
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}
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if (impulsedown && impulseup)
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{
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if (down)
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val = 0.75; // released and re-pressed this frame
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else
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val = 0.25; // pressed and released this frame
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}
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key->state[pnum] &= 1; // clear impulses
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return val;
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}
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void CL_ProxyMenuHook(char *command, kbutton_t *key)
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{
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if ((key->state[0] & 3) == 3) //2 is impulse down, 1 is held down
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{
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key->state[0] = 0; // clear impulses
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Cbuf_AddText(command, RESTRICT_DEFAULT);
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}
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}
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void CL_ProxyMenuHooks(void)
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{
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if (!prox_inmenu.ival)
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return;
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|
|
CL_ProxyMenuHook("say proxy:menu down\n", &in_back);
|
|
CL_ProxyMenuHook("say proxy:menu up\n", &in_forward);
|
|
|
|
CL_ProxyMenuHook("say proxy:menu left\n", &in_left);
|
|
CL_ProxyMenuHook("say proxy:menu right\n", &in_right);
|
|
|
|
CL_ProxyMenuHook("say proxy:menu left\n", &in_moveleft);
|
|
CL_ProxyMenuHook("say proxy:menu right\n", &in_moveright);
|
|
|
|
CL_ProxyMenuHook("say proxy:menu use\n", &in_jump);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
|
|
cvar_t cl_upspeed = SCVARF("cl_upspeed","400", CVAR_ARCHIVE);
|
|
cvar_t cl_forwardspeed = SCVARF("cl_forwardspeed","400", CVAR_ARCHIVE);
|
|
cvar_t cl_backspeed = CVARFD("cl_backspeed","", CVAR_ARCHIVE, "The base speed that you move backwards at. If empty, uses the value of cl_forwardspeed instead.");
|
|
cvar_t cl_sidespeed = SCVARF("cl_sidespeed","400", CVAR_ARCHIVE);
|
|
|
|
cvar_t cl_movespeedkey = SCVAR("cl_movespeedkey","2.0");
|
|
|
|
cvar_t cl_yawspeed = SCVAR("cl_yawspeed","140");
|
|
cvar_t cl_pitchspeed = SCVAR("cl_pitchspeed","150");
|
|
|
|
cvar_t cl_anglespeedkey = SCVAR("cl_anglespeedkey","1.5");
|
|
|
|
/*
|
|
================
|
|
CL_AdjustAngles
|
|
|
|
Moves the local angle positions
|
|
================
|
|
*/
|
|
void CL_AdjustAngles (int pnum, double frametime)
|
|
{
|
|
float speed, quant;
|
|
float up, down;
|
|
|
|
if (in_speed.state[pnum] & 1)
|
|
{
|
|
if (ruleset_allow_frj.ival)
|
|
speed = frametime * cl_anglespeedkey.ival;
|
|
else
|
|
speed = frametime * bound(-2, cl_anglespeedkey.ival, 2);
|
|
}
|
|
else
|
|
speed = frametime;
|
|
|
|
if (in_rotate && pnum==0 && !(cl.fpd & FPD_LIMIT_YAW))
|
|
{
|
|
quant = in_rotate;
|
|
if (!cl_instantrotate.ival)
|
|
quant *= speed;
|
|
in_rotate -= quant;
|
|
if (ruleset_allow_frj.ival)
|
|
cl.playerview[pnum].viewanglechange[YAW] += quant;
|
|
}
|
|
|
|
if (!(in_strafe.state[pnum] & 1))
|
|
{
|
|
quant = cl_yawspeed.ival;
|
|
if (cl.fpd & FPD_LIMIT_YAW || !ruleset_allow_frj.ival)
|
|
quant = bound(-900, quant, 900);
|
|
cl.playerview[pnum].viewanglechange[YAW] -= speed*quant * CL_KeyState (&in_right, pnum, false);
|
|
cl.playerview[pnum].viewanglechange[YAW] += speed*quant * CL_KeyState (&in_left, pnum, false);
|
|
}
|
|
if (in_klook.state[pnum] & 1)
|
|
{
|
|
V_StopPitchDrift (&cl.playerview[pnum]);
|
|
quant = cl_pitchspeed.ival;
|
|
if (cl.fpd & FPD_LIMIT_PITCH || !ruleset_allow_frj.ival)
|
|
quant = bound(-700, quant, 700);
|
|
cl.playerview[pnum].viewanglechange[PITCH] -= speed*quant * CL_KeyState (&in_forward, pnum, false);
|
|
cl.playerview[pnum].viewanglechange[PITCH] += speed*quant * CL_KeyState (&in_back, pnum, false);
|
|
}
|
|
|
|
up = CL_KeyState (&in_lookup, pnum, false);
|
|
down = CL_KeyState(&in_lookdown, pnum, false);
|
|
|
|
quant = cl_pitchspeed.ival;
|
|
if (!ruleset_allow_frj.ival)
|
|
quant = bound(-700, quant, 700);
|
|
cl.playerview[pnum].viewanglechange[PITCH] -= speed*cl_pitchspeed.ival * up;
|
|
cl.playerview[pnum].viewanglechange[PITCH] += speed*cl_pitchspeed.ival * down;
|
|
|
|
if (up || down)
|
|
V_StopPitchDrift (&cl.playerview[pnum]);
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_BaseMove
|
|
|
|
Send the intended movement message to the server
|
|
================
|
|
*/
|
|
void CL_BaseMove (usercmd_t *cmd, int pnum, float extra, float wantfps)
|
|
{
|
|
float scale = 1;//extra/1000.0f * 1/wantfps;
|
|
|
|
//
|
|
// adjust for speed key
|
|
//
|
|
if ((in_speed.state[pnum] & 1) ^ cl_run.ival)
|
|
scale *= cl_movespeedkey.value;
|
|
|
|
if (in_strafe.state[pnum] & 1)
|
|
{
|
|
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_right, pnum, true);
|
|
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_left, pnum, true);
|
|
}
|
|
|
|
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_moveright, pnum, true);
|
|
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_moveleft, pnum, true);
|
|
|
|
if(in_xflip.ival) cmd->sidemove *= -1;
|
|
|
|
cmd->upmove += scale*cl_upspeed.value * CL_KeyState (&in_up, pnum, true);
|
|
cmd->upmove -= scale*cl_upspeed.value * CL_KeyState (&in_down, pnum, true);
|
|
|
|
if (! (in_klook.state[pnum] & 1) )
|
|
{
|
|
cmd->forwardmove += scale*cl_forwardspeed.value * CL_KeyState (&in_forward, pnum, true);
|
|
cmd->forwardmove -= scale*(*cl_backspeed.string?cl_backspeed.value:cl_forwardspeed.value) * CL_KeyState (&in_back, pnum, true);
|
|
}
|
|
}
|
|
|
|
void CL_ClampPitch (int pnum)
|
|
{
|
|
float mat[16];
|
|
float roll;
|
|
static float oldtime;
|
|
float timestep = realtime - oldtime;
|
|
oldtime = realtime;
|
|
|
|
if (cl.intermission)
|
|
{
|
|
memset(cl.playerview[pnum].viewanglechange, 0, sizeof(cl.playerview[pnum].viewanglechange));
|
|
return;
|
|
}
|
|
#if 0
|
|
if (cl.pmovetype[pnum] == PM_WALLWALK)
|
|
{
|
|
vec3_t impact;
|
|
vec3_t norm;
|
|
float mat2[16];
|
|
vec3_t cross;
|
|
vec3_t view[4];
|
|
float dot;
|
|
AngleVectors(cl.viewangles[pnum], view[0], view[1], view[2]);
|
|
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
|
|
|
|
Matrix4_Multiply(Matrix4x4_CM_NewRotation(-cl.viewanglechange[pnum][PITCH], 0, 1, 0), mat, mat2);
|
|
Matrix4_Multiply(Matrix4x4_CM_NewRotation(cl.viewanglechange[pnum][YAW], 0, 0, 1), mat2, mat);
|
|
|
|
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
|
|
|
|
VectorMA(cl.simorg[pnum], -48, view[2], view[3]);
|
|
if (!TraceLineN(cl.simorg[pnum], view[3], impact, norm))
|
|
{
|
|
norm[0] = 0;
|
|
norm[1] = 0;
|
|
norm[2] = 1;
|
|
}
|
|
|
|
/*keep the roll relative to the 'ground'*/
|
|
CrossProduct(norm, view[2], cross);
|
|
dot = DotProduct(view[0], cross);
|
|
roll = timestep * 360 * -(dot);
|
|
Matrix4_Multiply(Matrix4x4_CM_NewRotation(roll, 1, 0, 0), mat, mat2);
|
|
|
|
Matrix3x4_RM_ToVectors(mat2, view[0], view[1], view[2], view[3]);
|
|
VectorAngles(view[0], view[2], cl.viewangles[pnum]);
|
|
cl.viewangles[pnum][PITCH]=360 - cl.viewangles[pnum][PITCH];
|
|
VectorClear(cl.viewanglechange[pnum]);
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
#if 1
|
|
if ((cl.playerview[pnum].gravitydir[2] != -1 || cl.playerview[pnum].viewangles[2]))
|
|
{
|
|
float surfm[16], invsurfm[16];
|
|
float viewm[16];
|
|
vec3_t view[4];
|
|
vec3_t surf[3];
|
|
vec3_t vang;
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
|
|
|
/*calc current view matrix relative to the surface*/
|
|
AngleVectors(cl.playerview[pnum].viewangles, view[0], view[1], view[2]);
|
|
VectorNegate(view[1], view[1]);
|
|
|
|
/*calculate the surface axis with up from the pmove code and right/forwards relative to the player's directions*/
|
|
if (!cl.playerview[pnum].gravitydir[0] && !cl.playerview[pnum].gravitydir[1] && !cl.playerview[pnum].gravitydir[2])
|
|
{
|
|
VectorSet(surf[2], 0, 0, 1);
|
|
}
|
|
else
|
|
{
|
|
VectorNegate(cl.playerview[pnum].gravitydir, surf[2]);
|
|
}
|
|
VectorNormalize(surf[2]);
|
|
PerpendicularVector(surf[1], surf[2]);
|
|
VectorNormalize(surf[1]);
|
|
CrossProduct(surf[2], surf[1], surf[0]);
|
|
VectorNegate(surf[0], surf[0]);
|
|
VectorNormalize(surf[0]);
|
|
Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin);
|
|
Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm);
|
|
|
|
/*calc current view matrix relative to the surface*/
|
|
Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin);
|
|
Matrix4_Multiply(viewm, invsurfm, mat);
|
|
/*convert that back to angles*/
|
|
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
|
|
VectorAngles(view[0], view[2], vang);
|
|
vang[PITCH] *= -1;
|
|
|
|
/*edit it*/
|
|
vang[PITCH] += cl.playerview[pnum].viewanglechange[PITCH];
|
|
vang[YAW] += cl.playerview[pnum].viewanglechange[YAW];
|
|
if (vang[PITCH] <= -180)
|
|
vang[PITCH] += 360;
|
|
if (vang[PITCH] > 180)
|
|
vang[PITCH] -= 360;
|
|
if (vang[ROLL] >= 180)
|
|
vang[ROLL] -= 360;
|
|
if (vang[ROLL] < -180)
|
|
vang[ROLL] += 360;
|
|
|
|
/*keep the player looking relative to their ground (smoothlyish)*/
|
|
if (!vang[ROLL])
|
|
{
|
|
if (!cl.playerview[pnum].viewanglechange[PITCH] && !cl.playerview[pnum].viewanglechange[YAW] && !cl.playerview[pnum].viewanglechange[ROLL])
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (fabs(vang[ROLL]) < host_frametime*180)
|
|
vang[ROLL] = 0;
|
|
else if (vang[ROLL] > 0)
|
|
{
|
|
// Con_Printf("Roll %f\n", vang[ROLL]);
|
|
vang[ROLL] -= host_frametime*180;
|
|
}
|
|
else
|
|
{
|
|
// Con_Printf("Roll %f\n", vang[ROLL]);
|
|
vang[ROLL] += host_frametime*180;
|
|
}
|
|
}
|
|
VectorClear(cl.playerview[pnum].viewanglechange);
|
|
/*clamp pitch*/
|
|
if (vang[PITCH] > cl.maxpitch)
|
|
vang[PITCH] = cl.maxpitch;
|
|
if (vang[PITCH] < cl.minpitch)
|
|
vang[PITCH] = cl.minpitch;
|
|
|
|
/*turn those angles back to a matrix*/
|
|
AngleVectors(vang, view[0], view[1], view[2]);
|
|
VectorNegate(view[1], view[1]);
|
|
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
|
|
/*rotate back into world space*/
|
|
Matrix4_Multiply(mat, surfm, viewm);
|
|
/*and figure out the final result*/
|
|
Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]);
|
|
VectorAngles(view[0], view[2], cl.playerview[pnum].viewangles);
|
|
cl.playerview[pnum].viewangles[PITCH] *= -1;
|
|
|
|
if (cl.playerview[pnum].viewangles[ROLL] >= 360)
|
|
cl.playerview[pnum].viewangles[ROLL] -= 360;
|
|
if (cl.playerview[pnum].viewangles[ROLL] < 0)
|
|
cl.playerview[pnum].viewangles[ROLL] += 360;
|
|
if (cl.playerview[pnum].viewangles[PITCH] < -180)
|
|
cl.playerview[pnum].viewangles[PITCH] += 360;
|
|
return;
|
|
}
|
|
#endif
|
|
cl.playerview[pnum].viewangles[PITCH] += cl.playerview[pnum].viewanglechange[PITCH];
|
|
cl.playerview[pnum].viewangles[YAW] += cl.playerview[pnum].viewanglechange[YAW];
|
|
cl.playerview[pnum].viewangles[ROLL] += cl.playerview[pnum].viewanglechange[ROLL];
|
|
VectorClear(cl.playerview[pnum].viewanglechange);
|
|
|
|
#ifdef Q2CLIENT
|
|
if (cls.protocol == CP_QUAKE2)
|
|
{
|
|
float pitch;
|
|
pitch = SHORT2ANGLE(cl.q2frame.playerstate.pmove.delta_angles[PITCH]);
|
|
if (pitch > 180)
|
|
pitch -= 360;
|
|
|
|
if (cl.playerview[pnum].viewangles[PITCH] + pitch < -360)
|
|
cl.playerview[pnum].viewangles[PITCH] += 360; // wrapped
|
|
if (cl.playerview[pnum].viewangles[PITCH] + pitch > 360)
|
|
cl.playerview[pnum].viewangles[PITCH] -= 360; // wrapped
|
|
|
|
if (cl.playerview[pnum].viewangles[PITCH] + pitch > cl.maxpitch)
|
|
cl.playerview[pnum].viewangles[PITCH] = cl.maxpitch - pitch;
|
|
if (cl.playerview[pnum].viewangles[PITCH] + pitch < cl.minpitch)
|
|
cl.playerview[pnum].viewangles[PITCH] = cl.minpitch - pitch;
|
|
}
|
|
else
|
|
#endif
|
|
#ifdef Q3CLIENT
|
|
if (cls.protocol == CP_QUAKE3) //q3 expects the cgame to do it
|
|
{
|
|
//no-op
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (cl.playerview[pnum].viewangles[PITCH] > cl.maxpitch)
|
|
cl.playerview[pnum].viewangles[PITCH] = cl.maxpitch;
|
|
if (cl.playerview[pnum].viewangles[PITCH] < cl.minpitch)
|
|
cl.playerview[pnum].viewangles[PITCH] = cl.minpitch;
|
|
}
|
|
|
|
// if (cl.viewangles[pnum][ROLL] > 50)
|
|
// cl.viewangles[pnum][ROLL] = 50;
|
|
// if (cl.viewangles[pnum][ROLL] < -50)
|
|
// cl.viewangles[pnum][ROLL] = -50;
|
|
roll = timestep*cl.playerview[pnum].viewangles[ROLL]*30;
|
|
if ((cl.playerview[pnum].viewangles[ROLL]-roll < 0) != (cl.playerview[pnum].viewangles[ROLL]<0))
|
|
cl.playerview[pnum].viewangles[ROLL] = 0;
|
|
else
|
|
cl.playerview[pnum].viewangles[ROLL] -= timestep*cl.playerview[pnum].viewangles[ROLL]*3;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_FinishMove
|
|
==============
|
|
*/
|
|
void CL_FinishMove (usercmd_t *cmd, int msecs, int pnum)
|
|
{
|
|
int i;
|
|
int bits;
|
|
|
|
CL_ClampPitch(pnum);
|
|
|
|
//
|
|
// always dump the first two message, because it may contain leftover inputs
|
|
// from the last level
|
|
//
|
|
if (cl.movesequence <= 2)
|
|
{
|
|
cmd->buttons = 0;
|
|
return;
|
|
}
|
|
//
|
|
// figure button bits
|
|
//
|
|
|
|
bits = 0;
|
|
if (in_attack .state[pnum] & 3) bits |= 1; in_attack.state[pnum] &= ~2;
|
|
if (in_jump .state[pnum] & 3) bits |= 2; in_jump.state[pnum] &= ~2;
|
|
if (in_use .state[pnum] & 3) bits |= 4; in_use.state[pnum] &= ~2;
|
|
if (in_button3.state[pnum] & 3) bits |= 4; in_button3.state[pnum] &= ~2; //yup, flag 4 twice.
|
|
if (in_button4.state[pnum] & 3) bits |= 8; in_button4.state[pnum] &= ~2;
|
|
if (in_button5.state[pnum] & 3) bits |= 16; in_button5.state[pnum] &= ~2;
|
|
if (in_button6.state[pnum] & 3) bits |= 32; in_button6.state[pnum] &= ~2;
|
|
if (in_button7.state[pnum] & 3) bits |= 64; in_button7.state[pnum] &= ~2;
|
|
if (in_button8.state[pnum] & 3) bits |= 128; in_button8.state[pnum] &= ~2;
|
|
cmd->buttons = bits;
|
|
|
|
// send milliseconds of time to apply the move
|
|
cmd->msec = msecs;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
cmd->angles[i] = ((int)(cl.playerview[pnum].viewangles[i]*65536.0/360)&65535);
|
|
|
|
if (in_impulsespending[pnum] && !cl.paused)
|
|
{
|
|
in_nextimpulse[pnum]++;
|
|
in_impulsespending[pnum]--;
|
|
cmd->impulse = in_impulse[pnum][(in_nextimpulse[pnum]-1)%IN_IMPULSECACHE];
|
|
}
|
|
else
|
|
cmd->impulse = 0;
|
|
}
|
|
|
|
void CL_DrawPrydonCursor(void)
|
|
{
|
|
if (cursor_active && cl_prydoncursor.ival > 0)
|
|
{
|
|
SCR_DrawCursor(cl_prydoncursor.ival);
|
|
V_StopPitchDrift (0);
|
|
}
|
|
}
|
|
|
|
void CL_UpdatePrydonCursor(usercmd_t *from, float cursor_screen[2], vec3_t cursor_start, vec3_t cursor_impact, int *entnum)
|
|
{
|
|
vec3_t cursor_end;
|
|
|
|
vec3_t temp;
|
|
vec3_t cursor_impact_normal;
|
|
|
|
cursor_active = true;
|
|
|
|
if (!cl_prydoncursor.ival)
|
|
{ //center the cursor
|
|
cursor_screen[0] = 0;
|
|
cursor_screen[1] = 0;
|
|
}
|
|
else
|
|
{
|
|
cursor_screen[0] = mousecursor_x/(vid.width/2.0f) - 1;
|
|
cursor_screen[1] = mousecursor_y/(vid.height/2.0f) - 1;
|
|
if (cursor_screen[0] < -1)
|
|
cursor_screen[0] = -1;
|
|
if (cursor_screen[1] < -1)
|
|
cursor_screen[1] = -1;
|
|
|
|
if (cursor_screen[0] > 1)
|
|
cursor_screen[0] = 1;
|
|
if (cursor_screen[1] > 1)
|
|
cursor_screen[1] = 1;
|
|
}
|
|
|
|
/*
|
|
if (cl.cmd.cursor_screen[0] < -1)
|
|
{
|
|
cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.realwidth * sensitivity.value * cl.viewzoom;
|
|
cl.cmd.cursor_screen[0] = -1;
|
|
}
|
|
if (cl.cmd.cursor_screen[0] > 1)
|
|
{
|
|
cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.realwidth * sensitivity.value * cl.viewzoom;
|
|
cl.cmd.cursor_screen[0] = 1;
|
|
}
|
|
if (cl.cmd.cursor_screen[1] < -1)
|
|
{
|
|
cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.realheight * sensitivity.value * cl.viewzoom;
|
|
cl.cmd.cursor_screen[1] = -1;
|
|
}
|
|
if (cl.cmd.cursor_screen[1] > 1)
|
|
{
|
|
cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.realheight * sensitivity.value * cl.viewzoom;
|
|
cl.cmd.cursor_screen[1] = 1;
|
|
}
|
|
*/
|
|
|
|
VectorClear(cursor_start);
|
|
temp[0] = (cursor_screen[0]+1)/2;
|
|
temp[1] = (-cursor_screen[1]+1)/2;
|
|
temp[2] = 1;
|
|
|
|
VectorCopy(r_origin, cursor_start);
|
|
Matrix4x4_CM_UnProject(temp, cursor_end, cl.playerview[0].viewangles, cursor_start, r_refdef.fov_x, r_refdef.fov_y);
|
|
|
|
CL_SetSolidEntities();
|
|
//don't bother with players, they don't exist in NQ...
|
|
|
|
TraceLineN(cursor_start, cursor_end, cursor_impact, cursor_impact_normal);
|
|
|
|
*entnum = 0;
|
|
|
|
// P_RunParticleEffect(cursor_impact, vec3_origin, 15, 16);
|
|
}
|
|
|
|
#ifdef NQPROT
|
|
void CLNQ_SendMove (usercmd_t *cmd, int pnum, sizebuf_t *buf)
|
|
{
|
|
int i;
|
|
|
|
if (cls.demoplayback!=DPB_NONE)
|
|
return; //err... don't bother... :)
|
|
//
|
|
// always dump the first two message, because it may contain leftover inputs
|
|
// from the last level
|
|
//
|
|
if (cl.movesequence <= 2 || cls.state == ca_connected)
|
|
{
|
|
MSG_WriteByte (buf, clc_nop);
|
|
return;
|
|
}
|
|
|
|
MSG_WriteByte (buf, clc_move);
|
|
|
|
if (cls.protocol_nq >= CPNQ_DP7 || (cls.fteprotocolextensions2 & PEXT2_PREDINFO))
|
|
{
|
|
extern cvar_t cl_nopred;
|
|
if (cl_nopred.ival)
|
|
MSG_WriteLong(buf, 0);
|
|
else
|
|
MSG_WriteLong(buf, cl.movesequence);
|
|
}
|
|
|
|
MSG_WriteFloat (buf, cl.gametime); // so server can get ping times
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if ((cls.protocol_nq == CPNQ_FITZ666 || cls.protocol_nq == CPNQ_PROQUAKE3_4) && buf->prim.anglesize <= 1)
|
|
{
|
|
//fitz/proquake protocols are always 16bit for this angle and 8bit elsewhere. rmq is always at least 16bit
|
|
//the above logic should satify everything.
|
|
MSG_WriteAngle16 (buf, cl.playerview[pnum].viewangles[i]);
|
|
}
|
|
else
|
|
MSG_WriteAngle (buf, cl.playerview[pnum].viewangles[i]);
|
|
}
|
|
|
|
MSG_WriteShort (buf, cmd->forwardmove);
|
|
MSG_WriteShort (buf, cmd->sidemove);
|
|
MSG_WriteShort (buf, cmd->upmove);
|
|
|
|
if (cls.protocol_nq >= CPNQ_DP6 || (cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR))
|
|
{
|
|
vec3_t cursor_start, cursor_impact;
|
|
int cursor_entitynumber;
|
|
|
|
CL_UpdatePrydonCursor(cmd, cursor_screen, cursor_start, cursor_impact, &cursor_entitynumber);
|
|
|
|
MSG_WriteLong (buf, cmd->buttons);
|
|
MSG_WriteByte (buf, cmd->impulse);
|
|
MSG_WriteShort (buf, cursor_screen[0] * 32767.0f);
|
|
MSG_WriteShort (buf, cursor_screen[1] * 32767.0f);
|
|
MSG_WriteFloat (buf, cursor_start[0]);
|
|
MSG_WriteFloat (buf, cursor_start[1]);
|
|
MSG_WriteFloat (buf, cursor_start[2]);
|
|
MSG_WriteFloat (buf, cursor_impact[0]);
|
|
MSG_WriteFloat (buf, cursor_impact[1]);
|
|
MSG_WriteFloat (buf, cursor_impact[2]);
|
|
MSG_WriteEntity (buf, cursor_entitynumber);
|
|
}
|
|
else
|
|
{
|
|
MSG_WriteByte (buf, cmd->buttons);
|
|
MSG_WriteByte (buf, cmd->impulse);
|
|
}
|
|
}
|
|
|
|
void Name_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (cls.state <= ca_connected)
|
|
return;
|
|
|
|
if (cls.protocol != CP_NETQUAKE)
|
|
return;
|
|
|
|
CL_SendClientCommand(true, "name \"%s\"\n", var->string);
|
|
}
|
|
|
|
void CLNQ_SendCmd(sizebuf_t *buf)
|
|
{
|
|
int i;
|
|
int seat;
|
|
usercmd_t *cmd;
|
|
|
|
i = cl.movesequence & UPDATE_MASK;
|
|
cl.outframes[i].senttime = realtime;
|
|
cl.outframes[i].latency = -1;
|
|
cl.outframes[i].server_message_num = cl.validsequence;
|
|
cl.outframes[i].cmd_sequence = cl.movesequence;
|
|
|
|
for (seat = 0; seat < cl.splitclients; seat++)
|
|
{
|
|
cmd = &cl.outframes[i].cmd[seat];
|
|
*cmd = independantphysics[seat];
|
|
cmd->lightlevel = 0;
|
|
#ifdef CSQC_DAT
|
|
CSQC_Input_Frame(seat, cmd);
|
|
#endif
|
|
memset(&independantphysics[seat], 0, sizeof(independantphysics[seat]));
|
|
}
|
|
|
|
|
|
//inputs are only sent once we receive an entity.
|
|
if (cls.signon == 4)
|
|
{
|
|
for (seat = 0; seat < cl.splitclients; seat++)
|
|
{
|
|
// send the unreliable message
|
|
// if (independantphysics[seat].impulse && !cls.netchan.message.cursize)
|
|
// CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, &cls.netchan.message);
|
|
// else
|
|
CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, buf);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < cl.numackframes; i++)
|
|
{
|
|
MSG_WriteByte(buf, clcdp_ackframe);
|
|
MSG_WriteLong(buf, cl.ackframes[i]);
|
|
}
|
|
cl.numackframes = 0;
|
|
}
|
|
#else
|
|
void Name_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
|
|
}
|
|
#endif
|
|
|
|
float CL_FilterTime (double time, float wantfps, qboolean ignoreserver) //now returns the extra time not taken in this slot. Note that negative 1 means uncapped.
|
|
{
|
|
float fps, fpscap;
|
|
|
|
if (cls.timedemo || cls.protocol == CP_QUAKE3)
|
|
return -1;
|
|
|
|
/*ignore the server if we're playing demos, sending to the server only as replies, or if its meant to be disabled (netfps depending on where its called from)*/
|
|
if (cls.demoplayback != DPB_NONE || (cls.protocol != CP_QUAKEWORLD && cls.protocol != CP_NETQUAKE) || ignoreserver)
|
|
{
|
|
if (!wantfps)
|
|
return -1;
|
|
fps = max (30.0, wantfps);
|
|
}
|
|
else
|
|
{
|
|
fpscap = cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff;
|
|
#ifdef IRCCONNECT
|
|
if (cls.netchan.remote_address.type == NA_IRC)
|
|
fps = bound (0.1, wantfps, fpscap); //if we're connected via irc, allow a greatly reduced minimum cap
|
|
else
|
|
#endif
|
|
if (wantfps < 1)
|
|
fps = fpscap;
|
|
else
|
|
fps = bound (6.7, wantfps, fpscap); //we actually cap ourselves to 150msecs (1000/7 = 142)
|
|
}
|
|
|
|
if (time < 1000 / fps)
|
|
return 0;
|
|
|
|
return time - (1000 / fps);
|
|
}
|
|
|
|
qboolean allowindepphys;
|
|
|
|
typedef struct clcmdbuf_s {
|
|
struct clcmdbuf_s *next;
|
|
int len;
|
|
qboolean reliable;
|
|
char command[4]; //this is dynamically allocated, so this is variably sized.
|
|
} clcmdbuf_t;
|
|
clcmdbuf_t *clientcmdlist;
|
|
void VARGS CL_SendClientCommand(qboolean reliable, char *format, ...)
|
|
{
|
|
qboolean oldallow;
|
|
va_list argptr;
|
|
char string[2048];
|
|
clcmdbuf_t *buf, *prev;
|
|
|
|
if (cls.demoplayback && cls.demoplayback != DPB_EZTV)
|
|
return; //no point.
|
|
|
|
va_start (argptr, format);
|
|
Q_vsnprintfz (string,sizeof(string), format,argptr);
|
|
va_end (argptr);
|
|
|
|
#ifdef Q3CLIENT
|
|
if (cls.protocol == CP_QUAKE3)
|
|
{
|
|
CLQ3_SendClientCommand("%s", string);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
oldallow = allowindepphys;
|
|
CL_AllowIndependantSendCmd(false);
|
|
|
|
buf = Z_Malloc(sizeof(*buf)+strlen(string));
|
|
strcpy(buf->command, string);
|
|
buf->len = strlen(buf->command);
|
|
buf->reliable = reliable;
|
|
|
|
//add to end of the list so that the first of the list is the first to be sent.
|
|
if (!clientcmdlist)
|
|
clientcmdlist = buf;
|
|
else
|
|
{
|
|
for (prev = clientcmdlist; prev->next; prev=prev->next)
|
|
;
|
|
prev->next = buf;
|
|
}
|
|
|
|
CL_AllowIndependantSendCmd(oldallow);
|
|
}
|
|
|
|
int CL_RemoveClientCommands(char *command)
|
|
{
|
|
clcmdbuf_t *next, *first;
|
|
int removed = 0;
|
|
int len = strlen(command);
|
|
|
|
CL_AllowIndependantSendCmd(false);
|
|
|
|
if (!clientcmdlist)
|
|
return 0;
|
|
|
|
while(!strncmp(clientcmdlist->command, command, len))
|
|
{
|
|
next = clientcmdlist->next;
|
|
Z_Free(clientcmdlist);
|
|
clientcmdlist=next;
|
|
removed++;
|
|
|
|
if (!clientcmdlist)
|
|
return removed;
|
|
}
|
|
first = clientcmdlist;
|
|
while(first->next)
|
|
{
|
|
if (!strncmp(first->next->command, command, len))
|
|
{
|
|
next = first->next->next;
|
|
Z_Free(first->next);
|
|
first->next = next;
|
|
removed++;
|
|
}
|
|
else
|
|
first = first->next;
|
|
}
|
|
|
|
return removed;
|
|
}
|
|
|
|
void CL_FlushClientCommands(void)
|
|
{
|
|
clcmdbuf_t *next;
|
|
CL_AllowIndependantSendCmd(false);
|
|
|
|
while(clientcmdlist)
|
|
{
|
|
Con_DPrintf("Flushed command %s\n", clientcmdlist->command);
|
|
next = clientcmdlist->next;
|
|
Z_Free(clientcmdlist);
|
|
clientcmdlist=next;
|
|
}
|
|
}
|
|
|
|
qboolean runningindepphys;
|
|
#ifdef MULTITHREAD
|
|
void *indeplock;
|
|
void *indepthread;
|
|
|
|
void CL_AllowIndependantSendCmd(qboolean allow)
|
|
{
|
|
if (!runningindepphys)
|
|
return;
|
|
|
|
if (allowindepphys != allow && runningindepphys)
|
|
{
|
|
if (allow)
|
|
Sys_UnlockMutex(indeplock);
|
|
else
|
|
Sys_LockMutex(indeplock);
|
|
allowindepphys = allow;
|
|
}
|
|
}
|
|
|
|
int CL_IndepPhysicsThread(void *param)
|
|
{
|
|
double sleeptime;
|
|
double fps;
|
|
double time, lasttime;
|
|
double spare;
|
|
lasttime = Sys_DoubleTime();
|
|
while(runningindepphys)
|
|
{
|
|
time = Sys_DoubleTime();
|
|
spare = CL_FilterTime((time - lasttime)*1000, cl_netfps.value, false);
|
|
if (spare)
|
|
{
|
|
//don't let them bank too much and get sudden bursts
|
|
if (spare > 15)
|
|
spare = 15;
|
|
|
|
time -= spare/1000.0f;
|
|
Sys_LockMutex(indeplock);
|
|
if (cls.state)
|
|
CL_SendCmd(time - lasttime, false);
|
|
lasttime = time;
|
|
Sys_UnlockMutex(indeplock);
|
|
}
|
|
|
|
fps = cl_netfps.value;
|
|
if (fps < 4)
|
|
fps = 4;
|
|
while (fps < 100)
|
|
fps*=2;
|
|
|
|
sleeptime = 1/fps;
|
|
|
|
Sys_Sleep(sleeptime);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void CL_UseIndepPhysics(qboolean allow)
|
|
{
|
|
if (runningindepphys == allow)
|
|
return;
|
|
|
|
if (allow)
|
|
{ //enable it
|
|
indeplock = Sys_CreateMutex();
|
|
runningindepphys = true;
|
|
|
|
indepthread = Sys_CreateThread("indepphys", CL_IndepPhysicsThread, NULL, THREADP_HIGHEST, 8192);
|
|
allowindepphys = true;
|
|
}
|
|
else
|
|
{
|
|
//shut it down.
|
|
runningindepphys = false; //tell thread to exit gracefully
|
|
Sys_LockMutex(indeplock);
|
|
Sys_WaitOnThread(indepthread);
|
|
Sys_UnlockMutex(indeplock);
|
|
Sys_DestroyMutex(indeplock);
|
|
}
|
|
}
|
|
#else
|
|
void CL_AllowIndependantSendCmd(qboolean allow)
|
|
{
|
|
}
|
|
void CL_UseIndepPhysics(qboolean allow)
|
|
{
|
|
}
|
|
#endif
|
|
|
|
void CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (var->value > 50)
|
|
{
|
|
Cvar_ForceSet(var, "50");
|
|
return;
|
|
}
|
|
else if (var->value < 0)
|
|
{
|
|
Cvar_ForceSet(var, "0");
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_SendCmd
|
|
=================
|
|
*/
|
|
vec3_t accum[MAX_SPLITS];
|
|
qboolean CL_WriteDeltas (int plnum, sizebuf_t *buf)
|
|
{
|
|
int i;
|
|
usercmd_t *cmd, *oldcmd;
|
|
qboolean dontdrop = false;
|
|
|
|
|
|
i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK;
|
|
cmd = &cl.outframes[i].cmd[plnum];
|
|
if (cl_c2sImpulseBackup.ival >= 2)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (buf, &nullcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK;
|
|
if (cl_c2sImpulseBackup.ival >= 3)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
cmd = &cl.outframes[i].cmd[plnum];
|
|
MSG_WriteDeltaUsercmd (buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
|
|
if (cl_c2sImpulseBackup.ival >= 1)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
cmd = &cl.outframes[i].cmd[plnum];
|
|
MSG_WriteDeltaUsercmd (buf, oldcmd, cmd);
|
|
|
|
return dontdrop;
|
|
}
|
|
|
|
#ifdef Q2CLIENT
|
|
qboolean CLQ2_SendCmd (sizebuf_t *buf)
|
|
{
|
|
int seq_hash;
|
|
qboolean dontdrop;
|
|
usercmd_t *cmd;
|
|
int checksumIndex, i;
|
|
int lightlev;
|
|
|
|
seq_hash = cls.netchan.outgoing_sequence;
|
|
|
|
// send this and the previous cmds in the message, so
|
|
// if the last packet was dropped, it can be recovered
|
|
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
|
|
cmd = &cl.outframes[i].cmd[0];
|
|
|
|
if (cls.resendinfo)
|
|
{
|
|
MSG_WriteByte (&cls.netchan.message, clcq2_userinfo);
|
|
MSG_WriteString (&cls.netchan.message, cls.userinfo[0]);
|
|
|
|
cls.resendinfo = false;
|
|
}
|
|
|
|
MSG_WriteByte (buf, clcq2_move);
|
|
|
|
// save the position for a checksum qbyte
|
|
checksumIndex = buf->cursize;
|
|
MSG_WriteByte (buf, 0);
|
|
|
|
if (!cl.q2frame.valid || cl_nodelta.ival)
|
|
MSG_WriteLong (buf, -1); // no compression
|
|
else
|
|
MSG_WriteLong (buf, cl.q2frame.serverframe);
|
|
|
|
lightlev = R_LightPoint(cl.playerview[0].simorg);
|
|
|
|
// msecs = msecs - (double)msecstouse;
|
|
|
|
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
|
|
cmd = &cl.outframes[i].cmd[0];
|
|
*cmd = independantphysics[0];
|
|
|
|
cmd->lightlevel = (lightlev>255)?255:lightlev;
|
|
|
|
cl.outframes[i].senttime = realtime;
|
|
cl.outframes[i].latency = -1;
|
|
memset(&independantphysics[0], 0, sizeof(independantphysics[0]));
|
|
|
|
if (cmd->buttons)
|
|
cmd->buttons |= 128; //fixme: this isn't really what's meant by the anykey.
|
|
|
|
// calculate a checksum over the move commands
|
|
dontdrop = CL_WriteDeltas(0, buf);
|
|
|
|
buf->data[checksumIndex] = Q2COM_BlockSequenceCRCByte(
|
|
buf->data + checksumIndex + 1, buf->cursize - checksumIndex - 1,
|
|
seq_hash);
|
|
|
|
if (cl.sendprespawn)
|
|
buf->cursize = 0; //tastyspleen.net is alergic.
|
|
|
|
return dontdrop;
|
|
}
|
|
#endif
|
|
|
|
qboolean CLQW_SendCmd (sizebuf_t *buf)
|
|
{
|
|
int seq_hash;
|
|
qboolean dontdrop = false;
|
|
usercmd_t *cmd;
|
|
int checksumIndex, firstsize, plnum;
|
|
int clientcount, lost;
|
|
int curframe;
|
|
int st = buf->cursize;
|
|
|
|
cl.movesequence = cls.netchan.outgoing_sequence; //make sure its correct even over map changes.
|
|
curframe = cl.movesequence & UPDATE_MASK;
|
|
seq_hash = cl.movesequence;
|
|
|
|
cl.outframes[curframe].server_message_num = cl.validsequence;
|
|
cl.outframes[curframe].cmd_sequence = cl.movesequence;
|
|
cl.outframes[curframe].senttime = realtime;
|
|
cl.outframes[curframe].latency = -1;
|
|
|
|
// send this and the previous cmds in the message, so
|
|
// if the last packet was dropped, it can be recovered
|
|
clientcount = cl.splitclients;
|
|
|
|
if (!clientcount)
|
|
clientcount = 1;
|
|
|
|
|
|
for (plnum = 0; plnum<clientcount; plnum++)
|
|
{
|
|
cmd = &cl.outframes[curframe].cmd[plnum];
|
|
*cmd = independantphysics[plnum];
|
|
|
|
cmd->lightlevel = 0;
|
|
#ifdef CSQC_DAT
|
|
CSQC_Input_Frame(plnum, cmd);
|
|
#endif
|
|
memset(&independantphysics[plnum], 0, sizeof(independantphysics[plnum]));
|
|
}
|
|
|
|
if ((cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR) && (*cl_prydoncursor.string && cl_prydoncursor.ival >= 0) && cls.state == ca_active)
|
|
{
|
|
vec3_t cursor_start, cursor_impact;
|
|
int cursor_entitynumber = 0;
|
|
cmd = &cl.outframes[curframe].cmd[0];
|
|
CL_UpdatePrydonCursor(cmd, cursor_screen, cursor_start, cursor_impact, &cursor_entitynumber);
|
|
MSG_WriteByte (buf, clc_prydoncursor);
|
|
MSG_WriteShort(buf, cursor_screen[0] * 32767.0f);
|
|
MSG_WriteShort(buf, cursor_screen[1] * 32767.0f);
|
|
MSG_WriteFloat(buf, cursor_start[0]);
|
|
MSG_WriteFloat(buf, cursor_start[1]);
|
|
MSG_WriteFloat(buf, cursor_start[2]);
|
|
MSG_WriteFloat(buf, cursor_impact[0]);
|
|
MSG_WriteFloat(buf, cursor_impact[1]);
|
|
MSG_WriteFloat(buf, cursor_impact[2]);
|
|
MSG_WriteEntity(buf, cursor_entitynumber);
|
|
}
|
|
else
|
|
cursor_active = false;
|
|
|
|
MSG_WriteByte (buf, clc_move);
|
|
|
|
// save the position for a checksum qbyte
|
|
checksumIndex = buf->cursize;
|
|
MSG_WriteByte (buf, 0);
|
|
|
|
// write our lossage percentage
|
|
lost = CL_CalcNet(r_netgraph.value);
|
|
MSG_WriteByte (buf, (qbyte)lost);
|
|
|
|
firstsize=0;
|
|
for (plnum = 0; plnum<clientcount; plnum++)
|
|
{
|
|
cmd = &cl.outframes[curframe].cmd[plnum];
|
|
|
|
if (plnum)
|
|
MSG_WriteByte (buf, clc_move);
|
|
|
|
dontdrop = CL_WriteDeltas(plnum, buf) || dontdrop;
|
|
|
|
if (!firstsize)
|
|
firstsize = buf->cursize;
|
|
}
|
|
|
|
// calculate a checksum over the move commands
|
|
|
|
buf->data[checksumIndex] = COM_BlockSequenceCRCByte(
|
|
buf->data + checksumIndex + 1, firstsize - checksumIndex - 1,
|
|
seq_hash);
|
|
|
|
// request delta compression of entities
|
|
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1)
|
|
cl.validsequence = 0;
|
|
|
|
//delta_sequence is the _expected_ previous sequences, so is set before it arrives.
|
|
if (cl.validsequence && !cl_nodelta.ival && cls.state == ca_active && !cls.demorecording)
|
|
{
|
|
cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence;
|
|
MSG_WriteByte (buf, clc_delta);
|
|
// Con_Printf("%i\n", cl.validsequence);
|
|
MSG_WriteByte (buf, cl.validsequence&255);
|
|
}
|
|
else
|
|
cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1;
|
|
|
|
if (cl.sendprespawn)
|
|
buf->cursize = st; //don't send movement commands while we're still supposedly downloading. mvdsv does not like that.
|
|
|
|
return dontdrop;
|
|
}
|
|
|
|
void CL_SendCmd (double frametime, qboolean mainloop)
|
|
{
|
|
sizebuf_t buf;
|
|
qbyte data[1024];
|
|
int i, plnum;
|
|
usercmd_t *cmd;
|
|
float wantfps;
|
|
qboolean fullsend;
|
|
|
|
static float pps_balance = 0;
|
|
static int dropcount = 0;
|
|
static double msecs;
|
|
int msecstouse;
|
|
qboolean dontdrop=false;
|
|
|
|
clcmdbuf_t *next;
|
|
|
|
if (runningindepphys)
|
|
{
|
|
double curtime;
|
|
static double lasttime;
|
|
curtime = Sys_DoubleTime();
|
|
frametime = curtime - lasttime;
|
|
lasttime = curtime;
|
|
}
|
|
|
|
CL_ProxyMenuHooks();
|
|
|
|
if (cls.demoplayback != DPB_NONE)
|
|
{
|
|
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
|
|
{
|
|
extern cvar_t cl_splitscreen;
|
|
cl.ackedmovesequence = cl.movesequence;
|
|
i = cl.movesequence & UPDATE_MASK;
|
|
cl.movesequence++;
|
|
cl.outframes[i].server_message_num = cl.validsequence;
|
|
cl.outframes[i].cmd_sequence = cl.movesequence;
|
|
cl.outframes[i].senttime = realtime; // we haven't gotten a reply yet
|
|
// cl.outframes[i].receivedtime = -1; // we haven't gotten a reply yet
|
|
|
|
if (cl.splitclients > cl_splitscreen.ival+1)
|
|
{
|
|
cl.splitclients = cl_splitscreen.ival+1;
|
|
if (cl.splitclients < 1)
|
|
cl.splitclients = 1;
|
|
}
|
|
for (plnum = 0; plnum < cl.splitclients; plnum++)
|
|
{
|
|
cmd = &cl.outframes[i].cmd[plnum];
|
|
|
|
memset(cmd, 0, sizeof(*cmd));
|
|
msecs += frametime*1000;
|
|
if (msecs > 50)
|
|
msecs = 50;
|
|
cmd->msec = msecs;
|
|
msecs -= cmd->msec;
|
|
independantphysics[0].msec = 0;
|
|
|
|
CL_AdjustAngles (plnum, frametime);
|
|
// get basic movement from keyboard
|
|
CL_BaseMove (cmd, plnum, 1, 1);
|
|
|
|
// allow mice or other external controllers to add to the move
|
|
IN_Move (mousemovements[plnum], plnum, frametime);
|
|
independantphysics[plnum].forwardmove += mousemovements[plnum][0];
|
|
independantphysics[plnum].sidemove += mousemovements[plnum][1];
|
|
independantphysics[plnum].upmove += mousemovements[plnum][2];
|
|
VectorClear(mousemovements[plnum]);
|
|
|
|
// if we are spectator, try autocam
|
|
if (cl.spectator)
|
|
Cam_Track(&cl.playerview[plnum], cmd);
|
|
|
|
CL_FinishMove(cmd, cmd->msec, plnum);
|
|
|
|
Cam_FinishMove(&cl.playerview[plnum], cmd);
|
|
|
|
{
|
|
player_state_t *from, *to;
|
|
playerview_t *pv = &cl.playerview[plnum];
|
|
from = &cl.inframes[cl.ackedmovesequence & UPDATE_MASK].playerstate[pv->playernum];
|
|
to = &cl.inframes[cl.movesequence & UPDATE_MASK].playerstate[pv->playernum];
|
|
CL_PredictUsercmd(pv->playernum, pv->viewentity, from, to, &cl.outframes[cl.ackedmovesequence & UPDATE_MASK].cmd[plnum]);
|
|
}
|
|
}
|
|
|
|
while (clientcmdlist)
|
|
{
|
|
next = clientcmdlist->next;
|
|
CL_Demo_ClientCommand(clientcmdlist->command);
|
|
Con_DPrintf("Sending stringcmd %s\n", clientcmdlist->command);
|
|
Z_Free(clientcmdlist);
|
|
clientcmdlist = next;
|
|
}
|
|
|
|
cls.netchan.outgoing_sequence = cl.movesequence;
|
|
}
|
|
|
|
IN_Move (NULL, 0, frametime);
|
|
return; // sendcmds come from the demo
|
|
}
|
|
|
|
memset(&buf, 0, sizeof(buf));
|
|
buf.maxsize = sizeof(data);
|
|
buf.cursize = 0;
|
|
buf.data = data;
|
|
buf.prim = cls.netchan.message.prim;
|
|
|
|
#ifdef IRCCONNECT
|
|
if (cls.netchan.remote_address.type != NA_IRC)
|
|
#endif
|
|
if (msecs>150) //q2 has 200 slop.
|
|
msecs=150;
|
|
|
|
msecs += frametime*1000;
|
|
// Con_Printf("%f\n", msecs);
|
|
|
|
if (msecs<0)
|
|
msecs=0; //erm.
|
|
|
|
msecstouse = (int)msecs; //casts round down.
|
|
if (msecstouse == 0)
|
|
return;
|
|
#ifdef IRCCONNECT
|
|
if (cls.netchan.remote_address.type != NA_IRC)
|
|
#endif
|
|
if (msecstouse > 200) // cap at 200 to avoid servers splitting movement more than four times
|
|
msecstouse = 200;
|
|
|
|
// align msecstouse to avoid servers wasting our msecs
|
|
if (msecstouse > 100)
|
|
msecstouse &= ~3; // align to 4
|
|
else if (msecstouse > 50)
|
|
msecstouse &= ~1; // align to 2
|
|
|
|
wantfps = cl_netfps.value;
|
|
fullsend = true;
|
|
|
|
if (!runningindepphys)
|
|
{
|
|
// while we're not playing send a slow keepalive fullsend to stop mvdsv from screwing up
|
|
if (cls.state < ca_active && !cls.downloadmethod)
|
|
{
|
|
#ifdef IRCCONNECT //don't spam irc.
|
|
if (cls.netchan.remote_address.type == NA_IRC)
|
|
wantfps = 0.5;
|
|
else
|
|
#endif
|
|
wantfps = 12.5;
|
|
}
|
|
if (cl_netfps.value > 0 || !fullsend)
|
|
{
|
|
float spare;
|
|
spare = CL_FilterTime(msecstouse, wantfps, false);
|
|
if (!spare && (msecstouse < 200
|
|
#ifdef IRCCONNECT
|
|
|| cls.netchan.remote_address.type == NA_IRC
|
|
#endif
|
|
))
|
|
fullsend = false;
|
|
if (spare > cl_sparemsec.ival)
|
|
spare = cl_sparemsec.ival;
|
|
if (spare > 0)
|
|
msecstouse -= spare;
|
|
}
|
|
}
|
|
|
|
#ifdef HLCLIENT
|
|
if (!CLHL_BuildUserInput(msecstouse, &independantphysics[0]))
|
|
#endif
|
|
for (plnum = 0; plnum < cl.splitclients; plnum++)
|
|
{
|
|
// CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
|
|
CL_AdjustAngles (plnum, frametime);
|
|
IN_Move (mousemovements[plnum], plnum, frametime);
|
|
CL_ClampPitch(plnum);
|
|
independantphysics[plnum].forwardmove += mousemovements[plnum][0];
|
|
independantphysics[plnum].sidemove += mousemovements[plnum][1];
|
|
independantphysics[plnum].upmove += mousemovements[plnum][2];
|
|
VectorClear(mousemovements[plnum]);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
independantphysics[plnum].angles[i] = ((int)(cl.playerview[plnum].viewangles[i]*65536.0/360)&65535);
|
|
|
|
if (!independantphysics[plnum].msec)
|
|
{
|
|
CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
|
|
CL_FinishMove(&independantphysics[plnum], msecstouse, plnum);
|
|
}
|
|
|
|
// if we are spectator, try autocam
|
|
// if (cl.spectator)
|
|
Cam_Track(&cl.playerview[plnum], &independantphysics[plnum]);
|
|
Cam_FinishMove(&cl.playerview[plnum], &independantphysics[plnum]);
|
|
independantphysics[plnum].msec = msecstouse;
|
|
}
|
|
|
|
//the main loop isn't allowed to send
|
|
if (runningindepphys && mainloop)
|
|
return;
|
|
|
|
// if (skipcmd)
|
|
// return;
|
|
|
|
if (!fullsend || !msecstouse)
|
|
return; // when we're actually playing we try to match netfps exactly to avoid gameplay problems
|
|
|
|
// if (msecstouse > 127)
|
|
// Con_Printf("%i\n", msecstouse, msecs);
|
|
|
|
#ifdef NQPROT
|
|
if (cls.protocol != CP_NETQUAKE || cls.netchan.nqreliable_allowed)
|
|
#endif
|
|
{
|
|
CL_SendDownloadReq(&buf);
|
|
|
|
while (clientcmdlist)
|
|
{
|
|
next = clientcmdlist->next;
|
|
if (clientcmdlist->reliable)
|
|
{
|
|
if (cls.netchan.message.cursize + 2+strlen(clientcmdlist->command)+100 > cls.netchan.message.maxsize)
|
|
break;
|
|
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
|
|
MSG_WriteString (&cls.netchan.message, clientcmdlist->command);
|
|
}
|
|
else
|
|
{
|
|
if (buf.cursize + 2+strlen(clientcmdlist->command)+100 <= buf.maxsize)
|
|
{
|
|
MSG_WriteByte (&buf, clc_stringcmd);
|
|
MSG_WriteString (&buf, clientcmdlist->command);
|
|
}
|
|
}
|
|
Con_DPrintf("Sending stringcmd %s\n", clientcmdlist->command);
|
|
Z_Free(clientcmdlist);
|
|
clientcmdlist = next;
|
|
}
|
|
}
|
|
|
|
// if we're not doing clc_moves and etc, don't continue unless we wrote something previous
|
|
// or we have something on the reliable buffer (or we're loopback and don't care about flooding)
|
|
if (!fullsend && cls.netchan.remote_address.type != NA_LOOPBACK && buf.cursize < 1 && cls.netchan.message.cursize < 1)
|
|
return;
|
|
|
|
if (fullsend)
|
|
{
|
|
if (!cls.state)
|
|
{
|
|
msecs -= (double)msecstouse;
|
|
return;
|
|
}
|
|
switch (cls.protocol)
|
|
{
|
|
#ifdef NQPROT
|
|
case CP_NETQUAKE:
|
|
msecs -= (double)msecstouse;
|
|
CLNQ_SendCmd (&buf);
|
|
break;
|
|
#endif
|
|
case CP_QUAKEWORLD:
|
|
msecs -= (double)msecstouse;
|
|
dontdrop = CLQW_SendCmd (&buf);
|
|
break;
|
|
#ifdef Q2CLIENT
|
|
case CP_QUAKE2:
|
|
msecs -= (double)msecstouse;
|
|
dontdrop = CLQ2_SendCmd (&buf);
|
|
break;
|
|
#endif
|
|
#ifdef Q3CLIENT
|
|
case CP_QUAKE3:
|
|
CLQ3_SendCmd(&independantphysics[0]);
|
|
memset(&independantphysics[0], 0, sizeof(independantphysics[0]));
|
|
return; // Q3 does it's own thing
|
|
#endif
|
|
default:
|
|
Host_EndGame("Invalid protocol in CL_SendCmd: %i", cls.protocol);
|
|
return;
|
|
}
|
|
}
|
|
|
|
i = cl.movesequence & UPDATE_MASK;
|
|
cmd = &cl.outframes[i].cmd[0];
|
|
|
|
if (cls.demorecording)
|
|
CL_WriteDemoCmd(cmd);
|
|
|
|
// Con_DPrintf("generated sequence %i\n", cl.movesequence);
|
|
cl.movesequence++;
|
|
|
|
#ifdef IRCCONNECT
|
|
if (cls.netchan.remote_address.type == NA_IRC)
|
|
{
|
|
if (dropcount >= 2)
|
|
{
|
|
dropcount = 0;
|
|
}
|
|
else
|
|
{
|
|
// don't count this message when calculating PL
|
|
cl.outframes[i].latency = -3;
|
|
// drop this message
|
|
cls.netchan.outgoing_sequence++;
|
|
dropcount++;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
//shamelessly stolen from fuhquake
|
|
if (cl_c2spps.ival>0)
|
|
{
|
|
pps_balance += frametime;
|
|
// never drop more than 2 messages in a row -- that'll cause PL
|
|
// and don't drop if one of the last two movemessages have an impulse
|
|
if (pps_balance > 0 || dropcount >= 2 || dontdrop)
|
|
{
|
|
float pps;
|
|
pps = cl_c2spps.ival;
|
|
if (pps < 10) pps = 10;
|
|
if (pps > 72) pps = 72;
|
|
pps_balance -= 1 / pps;
|
|
// bound pps_balance. FIXME: is there a better way?
|
|
if (pps_balance > 0.1) pps_balance = 0.1;
|
|
if (pps_balance < -0.1) pps_balance = -0.1;
|
|
dropcount = 0;
|
|
}
|
|
else
|
|
{
|
|
// don't count this message when calculating PL
|
|
cl.outframes[i].latency = -3;
|
|
// drop this message
|
|
cls.netchan.outgoing_sequence++;
|
|
dropcount++;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pps_balance = 0;
|
|
dropcount = 0;
|
|
}
|
|
|
|
#ifdef VOICECHAT
|
|
if (cls.protocol == CP_QUAKE2)
|
|
S_Voip_Transmit(clcq2_voicechat, &buf);
|
|
else
|
|
S_Voip_Transmit(clc_voicechat, &buf);
|
|
#endif
|
|
|
|
//
|
|
// deliver the message
|
|
//
|
|
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data, 2500);
|
|
|
|
if (cls.netchan.fatal_error)
|
|
{
|
|
cls.netchan.fatal_error = false;
|
|
cls.netchan.message.overflowed = false;
|
|
cls.netchan.message.cursize = 0;
|
|
}
|
|
}
|
|
|
|
void CL_SendCvar_f (void)
|
|
{
|
|
cvar_t *var;
|
|
char *val;
|
|
char *name = Cmd_Argv(1);
|
|
|
|
var = Cvar_FindVar(name);
|
|
if (!var)
|
|
val = "";
|
|
else if (var->flags & CVAR_NOUNSAFEEXPAND)
|
|
val = "";
|
|
else
|
|
val = var->string;
|
|
CL_SendClientCommand(true, "sentcvar %s \"%s\"", name, val);
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitInput
|
|
============
|
|
*/
|
|
void CL_InitInput (void)
|
|
{
|
|
static char pcmd[MAX_SPLITS][3][5];
|
|
int sp;
|
|
#define inputnetworkcvargroup "client networking options"
|
|
cl.splitclients = 1;
|
|
|
|
Cmd_AddCommand("rotate", IN_Rotate_f);
|
|
Cmd_AddCommand("in_restart", IN_Restart);
|
|
Cmd_AddCommand("sendcvar", CL_SendCvar_f);
|
|
|
|
Cvar_Register (&cl_fastaccel, inputnetworkcvargroup);
|
|
Cvar_Register (&in_xflip, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_nodelta, inputnetworkcvargroup);
|
|
|
|
Cvar_Register (&prox_inmenu, inputnetworkcvargroup);
|
|
|
|
Cvar_Register (&cl_c2sImpulseBackup, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_c2spps, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_queueimpulses, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_netfps, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_sparemsec, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_run, inputnetworkcvargroup);
|
|
|
|
Cvar_Register (&cl_smartjump, inputnetworkcvargroup);
|
|
|
|
Cvar_Register (&cl_prydoncursor, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_instantrotate, inputnetworkcvargroup);
|
|
Cvar_Register (&cl_forcesplitclient, inputnetworkcvargroup);
|
|
|
|
for (sp = 0; sp < MAX_SPLITS; sp++)
|
|
{
|
|
Q_snprintfz(pcmd[sp][0], sizeof(pcmd[sp][0]), "p%i", sp+1);
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|
Q_snprintfz(pcmd[sp][1], sizeof(pcmd[sp][1]), "+p%i", sp+1);
|
|
Q_snprintfz(pcmd[sp][2], sizeof(pcmd[sp][2]), "-p%i", sp+1);
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|
Cmd_AddCommand (pcmd[sp][0], CL_Split_f);
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|
Cmd_AddCommand (pcmd[sp][1], CL_Split_f);
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|
Cmd_AddCommand (pcmd[sp][2], CL_Split_f);
|
|
|
|
/*default mlook to pressed, (on android we split the two sides of the screen)*/
|
|
in_mlook.state[sp] = 1;
|
|
}
|
|
|
|
/*then alternative arged ones*/
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|
Cmd_AddCommand ("p", CL_SplitA_f);
|
|
Cmd_AddCommand ("+p", CL_SplitA_f);
|
|
Cmd_AddCommand ("-p", CL_SplitA_f);
|
|
|
|
Cmd_AddCommand ("+moveup", IN_UpDown);
|
|
Cmd_AddCommand ("-moveup", IN_UpUp);
|
|
Cmd_AddCommand ("+movedown", IN_DownDown);
|
|
Cmd_AddCommand ("-movedown", IN_DownUp);
|
|
Cmd_AddCommand ("+left", IN_LeftDown);
|
|
Cmd_AddCommand ("-left", IN_LeftUp);
|
|
Cmd_AddCommand ("+right", IN_RightDown);
|
|
Cmd_AddCommand ("-right", IN_RightUp);
|
|
Cmd_AddCommand ("+forward", IN_ForwardDown);
|
|
Cmd_AddCommand ("-forward", IN_ForwardUp);
|
|
Cmd_AddCommand ("+back", IN_BackDown);
|
|
Cmd_AddCommand ("-back", IN_BackUp);
|
|
Cmd_AddCommand ("+lookup", IN_LookupDown);
|
|
Cmd_AddCommand ("-lookup", IN_LookupUp);
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownDown);
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownUp);
|
|
Cmd_AddCommand ("+strafe", IN_StrafeDown);
|
|
Cmd_AddCommand ("-strafe", IN_StrafeUp);
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
|
|
Cmd_AddCommand ("+moveright", IN_MoverightDown);
|
|
Cmd_AddCommand ("-moveright", IN_MoverightUp);
|
|
Cmd_AddCommand ("+speed", IN_SpeedDown);
|
|
Cmd_AddCommand ("-speed", IN_SpeedUp);
|
|
Cmd_AddCommand ("+attack", IN_AttackDown);
|
|
Cmd_AddCommand ("-attack", IN_AttackUp);
|
|
Cmd_AddCommand ("+use", IN_UseDown);
|
|
Cmd_AddCommand ("-use", IN_UseUp);
|
|
Cmd_AddCommand ("+jump", IN_JumpDown);
|
|
Cmd_AddCommand ("-jump", IN_JumpUp);
|
|
Cmd_AddCommand ("impulse", IN_Impulse);
|
|
Cmd_AddCommand ("+klook", IN_KLookDown);
|
|
Cmd_AddCommand ("-klook", IN_KLookUp);
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp);
|
|
|
|
Cmd_AddCommand ("+button3", IN_Button3Down);
|
|
Cmd_AddCommand ("-button3", IN_Button3Up);
|
|
Cmd_AddCommand ("+button4", IN_Button4Down);
|
|
Cmd_AddCommand ("-button4", IN_Button4Up);
|
|
Cmd_AddCommand ("+button5", IN_Button5Down);
|
|
Cmd_AddCommand ("-button5", IN_Button5Up);
|
|
Cmd_AddCommand ("+button6", IN_Button6Down);
|
|
Cmd_AddCommand ("-button6", IN_Button6Up);
|
|
Cmd_AddCommand ("+button7", IN_Button7Down);
|
|
Cmd_AddCommand ("-button7", IN_Button7Up);
|
|
Cmd_AddCommand ("+button8", IN_Button8Down);
|
|
Cmd_AddCommand ("-button8", IN_Button8Up);
|
|
}
|