fteqw/engine/client/cl_input.c
Spoike 763cef2441 added mic input device option.
reworked prediction code, now more generic.
added cl_lerp_smooth, cl_predict_extrapolate, cl_predict_timenudge cvars to allow tweaking player prediction/smoothness in a few different ways. cl_lerp_smooth's default changed to not smooth out live games in order to avoid unnecessary lag (was effectively set to 1, and would be 0 in vanilla).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4471 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-09-06 22:57:44 +00:00

1981 lines
51 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl.input.c -- builds an intended movement command to send to the server
#include "quakedef.h"
#ifdef _WIN32
#include "winquake.h" //fps indep stuff.
#endif
float in_sensitivityscale = 1;
void CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue);
cvar_t cl_nodelta = CVAR("cl_nodelta","0");
cvar_t cl_c2spps = CVAR("cl_c2spps", "0");
cvar_t cl_c2sImpulseBackup = SCVAR("cl_c2sImpulseBackup","3");
cvar_t cl_netfps = CVAR("cl_netfps", "150");
cvar_t cl_sparemsec = CVARC("cl_sparemsec", "10", CL_SpareMsec_Callback);
cvar_t cl_queueimpulses = CVAR("cl_queueimpulses", "0");
cvar_t cl_smartjump = CVAR("cl_smartjump", "1");
cvar_t cl_prydoncursor = CVAR("cl_prydoncursor", ""); //for dp protocol
cvar_t cl_instantrotate = CVARF("cl_instantrotate", "1", CVAR_SEMICHEAT);
cvar_t in_xflip = {"in_xflip", "0"};
cvar_t prox_inmenu = CVAR("prox_inmenu", "0");
usercmd_t independantphysics[MAX_SPLITS];
vec3_t mousemovements[MAX_SPLITS];
/*kinda a hack...*/
static int con_splitmodifier;
cvar_t cl_forcesplitclient = CVAR("in_forcesplitclient", "0");
extern cvar_t cl_splitscreen;
int CL_TargettedSplit(qboolean nowrap)
{
char *c;
int pnum;
int mod;
if (nowrap)
mod = MAX_SPLITS;
else
mod = cl.splitclients;
if (mod < 1)
return 0;
c = Cmd_Argv(0);
pnum = atoi(c+strlen(c)-1);
if (pnum && !(c[1] == 'b'&&c[2] == 'u' && !atoi(c+strlen(c)-2)))
{
pnum--;
return pnum;
}
if (con_splitmodifier > 0)
return (con_splitmodifier - 1) % mod;
else if (cl_forcesplitclient.ival > 0)
return (cl_forcesplitclient.ival-1) % mod;
else
return 0;
}
void CL_Split_f(void)
{
int tmp;
char *c;
c = Cmd_Argv(0);
tmp = con_splitmodifier;
if (*c == '+' || *c == '-')
{
con_splitmodifier = c[2];
Cmd_ExecuteString(va("%c%s", *c, Cmd_Args()), Cmd_ExecLevel);
}
else
{
con_splitmodifier = c[1];
Cmd_ExecuteString(Cmd_Args(), Cmd_ExecLevel);
}
con_splitmodifier = tmp;
}
void CL_SplitA_f(void)
{
int tmp;
char *c, *args;
c = Cmd_Argv(0);
args = COM_Parse(Cmd_Args());
if (!args)
return;
while(*args == ' ' || *args == '\t')
args++;
tmp = con_splitmodifier;
con_splitmodifier = atoi(com_token);
if (*c == '+' || *c == '-')
Cmd_ExecuteString(va("%c%s", *c, args), Cmd_ExecLevel);
else
Cmd_ExecuteString(args, Cmd_ExecLevel);
con_splitmodifier = tmp;
}
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
===============================================================================
*/
kbutton_t in_mlook, in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
kbutton_t in_up, in_down;
kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
#define IN_IMPULSECACHE 256
int in_impulse[MAX_SPLITS][IN_IMPULSECACHE];
int in_nextimpulse[MAX_SPLITS];
int in_impulsespending[MAX_SPLITS];
float cursor_screen[2];
qboolean cursor_active;
void KeyDown (kbutton_t *b)
{
int k;
char *c;
int pnum = CL_TargettedSplit(false);
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
else
k = -1; // typed manually at the console for continuous down
if (k == b->down[pnum][0] || k == b->down[pnum][1])
return; // repeating key
if (!b->down[pnum][0])
b->down[pnum][0] = k;
else if (!b->down[pnum][1])
b->down[pnum][1] = k;
else
{
Con_Printf ("Three keys down for a button!\n");
return;
}
if (b->state[pnum] & 1)
return; // still down
b->state[pnum] |= 1 + 2; // down + impulse down
}
void KeyUp (kbutton_t *b)
{
int k;
char *c;
int pnum = CL_TargettedSplit(false);
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
else
{ // typed manually at the console, assume for unsticking, so clear all
b->down[pnum][0] = b->down[pnum][1] = 0;
b->state[pnum] = 4; // impulse up
return;
}
if (b->down[pnum][0] == k)
b->down[pnum][0] = 0;
else if (b->down[pnum][1] == k)
b->down[pnum][1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[pnum][0] || b->down[pnum][1])
return; // some other key is still holding it down
if (!(b->state[pnum] & 1))
return; // still up (this should not happen)
b->state[pnum] &= ~1; // now up
b->state[pnum] |= 4; // impulse up
}
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_MLookUp (void)
{
int pnum = CL_TargettedSplit(false);
KeyUp(&in_mlook);
if ( !(in_mlook.state[pnum]&1) && lookspring.ival)
V_StartPitchDrift(&cl.playerview[pnum]);
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}
void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void)
{
qboolean condition;
int pnum = CL_TargettedSplit(false);
condition = (cls.state == ca_active && cl_smartjump.ival && !prox_inmenu.ival);
#ifdef Q2CLIENT
if (condition && cls.protocol == CP_QUAKE2)
KeyDown(&in_up);
else
#endif
if (condition && cl.playerview[pnum].stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.spectator &&
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))
)
KeyDown(&in_up);
else if (condition && cl.spectator && Cam_TrackNum(&cl.playerview[pnum]) == -1)
KeyDown(&in_up);
else
KeyDown(&in_jump);
}
void IN_JumpUp (void)
{
if (cl_smartjump.ival)
KeyUp(&in_up);
KeyUp(&in_jump);
}
void IN_Button3Down(void) {KeyDown(&in_button3);}
void IN_Button3Up(void) {KeyUp(&in_button3);}
void IN_Button4Down(void) {KeyDown(&in_button4);}
void IN_Button4Up(void) {KeyUp(&in_button4);}
void IN_Button5Down(void) {KeyDown(&in_button5);}
void IN_Button5Up(void) {KeyUp(&in_button5);}
void IN_Button6Down(void) {KeyDown(&in_button6);}
void IN_Button6Up(void) {KeyUp(&in_button6);}
void IN_Button7Down(void) {KeyDown(&in_button7);}
void IN_Button7Up(void) {KeyUp(&in_button7);}
void IN_Button8Down(void) {KeyDown(&in_button8);}
void IN_Button8Up(void) {KeyUp(&in_button8);}
float in_rotate;
void IN_Rotate_f (void) {in_rotate += atoi(Cmd_Argv(1));}
//is this useful?
//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.
//It also incorporates split screen input as well as impulse buffering
void IN_Impulse (void)
{
int newimp;
int best, i, imp, items;
int pnum = CL_TargettedSplit(false);
newimp = Q_atoi(Cmd_Argv(1));
if (Cmd_Argc() > 2)
{
items = cl.playerview[pnum].stats[STAT_ITEMS];
best = 0;
for (i = Cmd_Argc() - 1; i > 0; i--)
{
imp = Q_atoi(Cmd_Argv(i));
if (imp < 1 || imp > 8)
continue;
switch (imp)
{
case 1:
if (items & IT_AXE)
best = 1;
break;
case 2:
if (items & IT_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 1)
best = 2;
break;
case 3:
if (items & IT_SUPER_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 2)
best = 3;
break;
case 4:
if (items & IT_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 1)
best = 4;
break;
case 5:
if (items & IT_SUPER_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 2)
best = 5;
break;
case 6:
if (items & IT_GRENADE_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)
best = 6;
break;
case 7:
if (items & IT_ROCKET_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)
best = 7;
break;
case 8:
if (items & IT_LIGHTNING && cl.playerview[pnum].stats[STAT_CELLS] >= 1)
best = 8;
}
}
if (best)
newimp = best;
}
if (in_impulsespending[pnum]>=IN_IMPULSECACHE)
{
Con_Printf("Too many impulses, ignoring %i\n", newimp);
return;
}
if (cl_queueimpulses.ival)
{
in_impulse[pnum][(in_nextimpulse[pnum]+in_impulsespending[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]++;
}
else
{
in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]=1;
}
}
void IN_Restart (void)
{
IN_Shutdown();
IN_ReInit();
}
/*
===============
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float CL_KeyState (kbutton_t *key, int pnum)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = key->state[pnum] & 2;
impulseup = key->state[pnum] & 4;
down = key->state[pnum] & 1;
val = 0;
if (impulsedown && !impulseup)
{
if (down)
val = 0.5; // pressed and held this frame
else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown)
{
if (down)
val = 0; // I_Error ();
else
val = 0; // released this frame
}
if (!impulsedown && !impulseup)
{
if (down)
val = 1.0; // held the entire frame
else
val = 0; // up the entire frame
}
if (impulsedown && impulseup)
{
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
}
key->state[pnum] &= 1; // clear impulses
return val;
}
void CL_ProxyMenuHook(char *command, kbutton_t *key)
{
if ((key->state[0] & 3) == 3) //2 is impulse down, 1 is held down
{
key->state[0] = 0; // clear impulses
Cbuf_AddText(command, RESTRICT_DEFAULT);
}
}
void CL_ProxyMenuHooks(void)
{
if (!prox_inmenu.ival)
return;
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 = SCVARF("cl_backspeed","400", CVAR_ARCHIVE);
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);
cl.playerview[pnum].viewanglechange[YAW] += speed*quant * CL_KeyState (&in_left, pnum);
}
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);
cl.playerview[pnum].viewanglechange[PITCH] += speed*quant * CL_KeyState (&in_back, pnum);
}
up = CL_KeyState (&in_lookup, pnum);
down = CL_KeyState(&in_lookdown, pnum);
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)
scale *= cl_movespeedkey.value;
if (in_strafe.state[pnum] & 1)
{
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_right, pnum);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_left, pnum);
}
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_moveright, pnum);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_moveleft, pnum);
if(in_xflip.ival) cmd->sidemove *= -1;
cmd->upmove += scale*cl_upspeed.value * CL_KeyState (&in_up, pnum);
cmd->upmove -= scale*cl_upspeed.value * CL_KeyState (&in_down, pnum);
if (! (in_klook.state[pnum] & 1) )
{
cmd->forwardmove += scale*cl_forwardspeed.value * CL_KeyState (&in_forward, pnum);
cmd->forwardmove -= scale*cl_backspeed.value * CL_KeyState (&in_back, pnum);
}
}
int MakeChar (int i)
{
if (i < -127*4)
i = -127*4;
if (i > 127*4)
i = 127*4;
return i;
}
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*/
if (vang[PITCH] < -180)
vang[PITCH] += 360;
if (vang[PITCH] > 180)
vang[PITCH] -= 360;
if (vang[ROLL] > 180)
vang[ROLL] -= 360;
vang[PITCH] += cl.playerview[pnum].viewanglechange[PITCH];
vang[YAW] += cl.playerview[pnum].viewanglechange[YAW];
/*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)
vang[ROLL] -= host_frametime*180;
else
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[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);
Con_DPrintf("Queing stringcmd %s\n", string);
#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;
qbyte 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;
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();
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].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);
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);
}
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);
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);
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)
return; // when we're actually playing we try to match netfps exactly to avoid gameplay problems
#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)
{
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 (&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_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);
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);
Cmd_AddCommand (pcmd[sp][0], CL_Split_f);
Cmd_AddCommand (pcmd[sp][1], CL_Split_f);
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*/
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);
}