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[xonotic/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 /*
201 ===============
202 CL_KeyState
203
204 Returns 0.25 if a key was pressed and released during the frame,
205 0.5 if it was pressed and held
206 0 if held then released, and
207 1.0 if held for the entire time
208 ===============
209 */
210 float CL_KeyState (kbutton_t *key)
211 {
212         float           val;
213         qboolean        impulsedown, impulseup, down;
214
215         impulsedown = key->state & 2;
216         impulseup = key->state & 4;
217         down = key->state & 1;
218         val = 0;
219
220         if (impulsedown && !impulseup)
221         {
222                 if (down)
223                         val = 0.5;      // pressed and held this frame
224                 else
225                         val = 0;        //      I_Error ();
226         }
227         if (impulseup && !impulsedown)
228         {
229                 if (down)
230                         val = 0;        //      I_Error ();
231                 else
232                         val = 0;        // released this frame
233         }
234         if (!impulsedown && !impulseup)
235         {
236                 if (down)
237                         val = 1.0;      // held the entire frame
238                 else
239                         val = 0;        // up the entire frame
240         }
241         if (impulsedown && impulseup)
242         {
243                 if (down)
244                         val = 0.75;     // released and re-pressed this frame
245                 else
246                         val = 0.25;     // pressed and released this frame
247         }
248
249         key->state &= 1;                // clear impulses
250
251         return val;
252 }
253
254
255
256
257 //==========================================================================
258
259 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
260 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
261 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
262 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
263
264 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
265
266 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
267 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
268
269 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
270
271 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
272 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
273 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
274 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
275 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
276 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
277 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
278 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
279 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
280 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
281 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
282 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
283
284 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
285 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
286
287 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
288
289 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
290
291 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
292
293
294 /*
295 ================
296 CL_AdjustAngles
297
298 Moves the local angle positions
299 ================
300 */
301 void CL_AdjustAngles (void)
302 {
303         float   speed;
304         float   up, down;
305
306         if (in_speed.state & 1)
307                 speed = host_realframetime * cl_anglespeedkey.value;
308         else
309                 speed = host_realframetime;
310
311         if (!(in_strafe.state & 1))
312         {
313                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
314                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
315         }
316         if (in_klook.state & 1)
317         {
318                 V_StopPitchDrift ();
319                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
320                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
321         }
322
323         up = CL_KeyState (&in_lookup);
324         down = CL_KeyState(&in_lookdown);
325
326         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
327         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
328
329         if (up || down)
330                 V_StopPitchDrift ();
331
332         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
333         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
334         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
335         if (cl.viewangles[YAW] >= 180)
336                 cl.viewangles[YAW] -= 360;
337         if (cl.viewangles[PITCH] >= 180)
338                 cl.viewangles[PITCH] -= 360;
339         if (cl.viewangles[ROLL] >= 180)
340                 cl.viewangles[ROLL] -= 360;
341
342         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
343         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
344 }
345
346 qboolean cl_ignoremousemove = false;
347
348 /*
349 ================
350 CL_Move
351
352 Send the intended movement message to the server
353 ================
354 */
355 void CL_Move (void)
356 {
357         vec3_t temp;
358         float mx, my;
359         static float old_mouse_x = 0, old_mouse_y = 0;
360
361         // clamp before the move to prevent starting with bad angles
362         CL_AdjustAngles ();
363
364         // get basic movement from keyboard
365         // PRYDON_CLIENTCURSOR needs to survive basemove resets
366         VectorCopy (cl.cmd.cursor_screen, temp);
367         memset (&cl.cmd, 0, sizeof(cl.cmd));
368         VectorCopy (temp, cl.cmd.cursor_screen);
369
370         if (in_strafe.state & 1)
371         {
372                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
373                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
374         }
375
376         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
377         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
378
379         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
380         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
381
382         if (! (in_klook.state & 1) )
383         {
384                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
385                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
386         }
387
388         // adjust for speed key
389         if (in_speed.state & 1)
390         {
391                 cl.cmd.forwardmove *= cl_movespeedkey.value;
392                 cl.cmd.sidemove *= cl_movespeedkey.value;
393                 cl.cmd.upmove *= cl_movespeedkey.value;
394         }
395
396         in_mouse_x = 0;
397         in_mouse_y = 0;
398
399         // allow mice or other external controllers to add to the move
400         IN_Move ();
401
402         // ignore a mouse move if mouse was activated/deactivated this frame
403         if (cl_ignoremousemove)
404         {
405                 cl_ignoremousemove = false;
406                 in_mouse_x = 0;
407                 in_mouse_y = 0;
408         }
409
410         // apply m_filter if it is on
411         mx = in_mouse_x;
412         my = in_mouse_y;
413         if (m_filter.integer)
414         {
415                 in_mouse_x = (mx + old_mouse_x) * 0.5;
416                 in_mouse_y = (my + old_mouse_y) * 0.5;
417         }
418         old_mouse_x = mx;
419         old_mouse_y = my;
420
421         // if not in menu, apply mouse move to viewangles/movement
422         if (!cl.csqc_wantsmousemove && in_client_mouse)
423         {
424                 if (cl_prydoncursor.integer)
425                 {
426                         // mouse interacting with the scene, mostly stationary view
427                         V_StopPitchDrift();
428                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
429                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
430                 }
431                 else if (in_strafe.state & 1)
432                 {
433                         // strafing mode, all looking is movement
434                         V_StopPitchDrift();
435                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
436                         if (noclip_anglehack)
437                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
438                         else
439                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
440                 }
441                 else if ((in_mlook.state & 1) || freelook.integer)
442                 {
443                         // mouselook, lookstrafe causes turning to become strafing
444                         V_StopPitchDrift();
445                         if (lookstrafe.integer)
446                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
447                         else
448                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
449                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
450                 }
451                 else
452                 {
453                         // non-mouselook, yaw turning and forward/back movement
454                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
455                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
456                 }
457         }
458
459         // clamp after the move to prevent rendering with bad angles
460         CL_AdjustAngles ();
461 }
462
463 #include "cl_collision.h"
464
465 extern void V_CalcRefdef(void);
466 void CL_UpdatePrydonCursor(void)
467 {
468         vec3_t temp, scale;
469
470         if (!cl_prydoncursor.integer)
471                 VectorClear(cl.cmd.cursor_screen);
472
473         /*
474         if (cl.cmd.cursor_screen[0] < -1)
475         {
476                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
477                 cl.cmd.cursor_screen[0] = -1;
478         }
479         if (cl.cmd.cursor_screen[0] > 1)
480         {
481                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
482                 cl.cmd.cursor_screen[0] = 1;
483         }
484         if (cl.cmd.cursor_screen[1] < -1)
485         {
486                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
487                 cl.cmd.cursor_screen[1] = -1;
488         }
489         if (cl.cmd.cursor_screen[1] > 1)
490         {
491                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
492                 cl.cmd.cursor_screen[1] = 1;
493         }
494         */
495         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
496         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
497         cl.cmd.cursor_screen[2] = 1;
498
499         scale[0] = -r_refdef.frustum_x;
500         scale[1] = -r_refdef.frustum_y;
501         scale[2] = 1;
502
503         // trace distance
504         VectorScale(scale, 1000000, scale);
505
506         // calculate current view matrix
507         V_CalcRefdef();
508         VectorClear(temp);
509         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
510         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
511         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
512         // trace from view origin to the cursor
513         cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL, false);
514         // makes sparks where cursor is
515         //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
516 }
517
518 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
519 {
520         int i;
521         int n;
522         // remove stale queue items
523         n = cl.movement_numqueue;
524         cl.movement_numqueue = 0;
525         if (cl.movement)
526         {
527                 for (i = 0;i < n;i++)
528                         if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
529                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
530                 // add to input queue if there is room
531                 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
532                 {
533                         // add to input queue
534                         cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
535                         cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
536                         cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec * 0.001;
537                         VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
538                         cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
539                         cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
540                         cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
541                         cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
542                         cl.movement_queue[cl.movement_numqueue].crouch = false;
543                         cl.movement_numqueue++;
544                 }
545         }
546         cl.movement_replay = true;
547 }
548
549 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
550 {
551         int i;
552         int n;
553         // remove stale queue items
554         n = cl.movement_numqueue;
555         cl.movement_numqueue = 0;
556         if (cl.movement)
557         {
558                 if (cl.servermovesequence)
559                 {
560                         for (i = 0;i < n;i++)
561                                 if (cl.movement_queue[i].sequence > cl.servermovesequence)
562                                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
563                 }
564                 else
565                 {
566                         double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
567                         for (i = 0;i < n;i++)
568                                 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
569                                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
570                 }
571                 // add to input queue if there is room
572                 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
573                 {
574                         // add to input queue
575                         cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
576                         cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
577                         cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
578                         VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
579                         cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
580                         cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
581                         cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
582                         cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
583                         cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
584                         cl.movement_numqueue++;
585                 }
586         }
587         cl.movement_replay = true;
588 }
589
590 void CL_ClientMovement_Replay(void)
591 {
592         int i;
593         int bump;
594         int contents;
595         int crouch;
596         int onground;
597         int canjump;
598         float movevars_gravity;
599         float movevars_stopspeed;
600         float movevars_maxspeed;
601         float movevars_spectatormaxspeed;
602         float movevars_accelerate;
603         float movevars_airaccelerate;
604         float movevars_wateraccelerate;
605         float movevars_friction;
606         float movevars_waterfriction;
607         float movevars_entgravity;
608         float movevars_jumpvelocity;
609         float movevars_edgefriction;
610         float movevars_maxairspeed;
611         float movevars_stepheight;
612         double edgefriction;
613         double frametime;
614         double t;
615         vec_t wishspeed;
616         vec_t addspeed;
617         vec_t accelspeed;
618         vec_t f;
619         vec_t *playermins;
620         vec_t *playermaxs;
621         vec3_t currentorigin;
622         vec3_t currentvelocity;
623         vec3_t forward;
624         vec3_t right;
625         vec3_t up;
626         vec3_t wishvel;
627         vec3_t wishdir;
628         vec3_t neworigin;
629         vec3_t currentorigin2;
630         vec3_t neworigin2;
631         vec3_t yawangles;
632         trace_t trace;
633         trace_t trace2;
634         trace_t trace3;
635
636
637         if (!cl.movement_replay)
638                 return;
639         cl.movement_replay = false;
640
641         if (cls.protocol == PROTOCOL_QUAKEWORLD)
642         {
643                 movevars_gravity = cl.qw_movevars_gravity;
644                 movevars_stopspeed = cl.qw_movevars_stopspeed;
645                 movevars_maxspeed = cl.qw_movevars_maxspeed;
646                 movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
647                 movevars_accelerate = cl.qw_movevars_accelerate;
648                 movevars_airaccelerate = cl.qw_movevars_airaccelerate;
649                 movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
650                 movevars_friction = cl.qw_movevars_friction;
651                 movevars_waterfriction = cl.qw_movevars_waterfriction;
652                 movevars_entgravity = cl.qw_movevars_entgravity;
653                 movevars_jumpvelocity = cl_movement_jumpvelocity.value;
654                 movevars_edgefriction = cl_movement_edgefriction.value;
655                 movevars_maxairspeed = cl_movement_maxairspeed.value;
656                 movevars_stepheight = cl_movement_stepheight.value;
657         }
658         else
659         {
660                 movevars_gravity = sv_gravity.value;
661                 movevars_stopspeed = cl_movement_stopspeed.value;
662                 movevars_maxspeed = cl_movement_maxspeed.value;
663                 movevars_spectatormaxspeed = cl_movement_maxspeed.value;
664                 movevars_accelerate = cl_movement_accelerate.value;
665                 movevars_airaccelerate = cl_movement_accelerate.value;
666                 movevars_wateraccelerate = cl_movement_accelerate.value;
667                 movevars_friction = cl_movement_friction.value;
668                 movevars_waterfriction = cl_movement_friction.value;
669                 movevars_entgravity = 1;
670                 movevars_jumpvelocity = cl_movement_jumpvelocity.value;
671                 movevars_edgefriction = cl_movement_edgefriction.value;
672                 movevars_maxairspeed = cl_movement_maxairspeed.value;
673                 movevars_stepheight = cl_movement_stepheight.value;
674         }
675
676         // fetch current starting values
677         VectorCopy(cl.entities[cl.playerentity].state_current.origin, currentorigin);
678         VectorCopy(cl.mvelocity[0], currentvelocity);
679         // FIXME: try minor nudges in various directions if startsolid to find a
680         // safe place to start the walk (due to network compression in some
681         // protocols this starts in solid)
682         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
683
684         // check if onground
685         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
686         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
687         if (cl.movement)
688         {
689                 trace = CL_TraceBox(currentorigin2, cl.playercrouchmins, cl.playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
690                 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
691                 crouch = false; // this will be updated on first move
692                 canjump = true;
693                 //Con_Printf("%f: ", cl.mtime[0]);
694
695                 // replay the input queue to predict current location
696                 // note: this relies on the fact there's always one queue item at the end
697
698                 for (i = 0;i < cl.movement_numqueue;i++)
699                 {
700                         client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
701                         frametime = q->frametime;
702                         //Con_Printf(" %f", frametime);
703                         //if (frametime > 0)
704                         {
705                                 if (q->crouch)
706                                 {
707                                         // wants to crouch, this always works...
708                                         if (!crouch)
709                                                 crouch = true;
710                                 }
711                                 else
712                                 {
713                                         // wants to stand, if currently crouching we need to check for a
714                                         // low ceiling first
715                                         if (crouch)
716                                         {
717                                                 trace = CL_TraceBox(currentorigin, cl.playerstandmins, cl.playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
718                                                 if (!trace.startsolid)
719                                                         crouch = false;
720                                         }
721                                 }
722                                 if (crouch)
723                                 {
724                                         playermins = cl.playercrouchmins;
725                                         playermaxs = cl.playercrouchmaxs;
726                                 }
727                                 else
728                                 {
729                                         playermins = cl.playerstandmins;
730                                         playermaxs = cl.playerstandmaxs;
731                                 }
732                                 // change velocity according to q->viewangles and q->move
733                                 contents = CL_PointSuperContents(currentorigin);
734                                 if (contents & SUPERCONTENTS_LIQUIDSMASK)
735                                 {
736                                         // swim
737                                         AngleVectors(q->viewangles, forward, right, up);
738                                         VectorSet(up, 0, 0, 1);
739                                         VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
740                                         wishspeed = VectorLength(wishvel);
741                                         if (wishspeed)
742                                                 VectorScale(wishvel, 1 / wishspeed, wishdir);
743                                         else
744                                                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
745                                         wishspeed = min(wishspeed, movevars_maxspeed) * 0.6;
746                                         if (crouch)
747                                                 wishspeed *= 0.5;
748                                         VectorScale(currentvelocity, (1 - frametime * movevars_waterfriction), currentvelocity);
749                                         f = wishspeed - DotProduct(currentvelocity, wishdir);
750                                         if (f > 0)
751                                         {
752                                                 f = min(f, movevars_wateraccelerate * frametime * wishspeed);
753                                                 VectorMA(currentvelocity, f, wishdir, currentvelocity);
754                                         }
755                                         if (q->jump)
756                                         {
757                                                 if (contents & SUPERCONTENTS_LAVA)
758                                                         currentvelocity[2] =  50;
759                                                 else if (contents & SUPERCONTENTS_SLIME)
760                                                         currentvelocity[2] =  80;
761                                                 else
762                                                 {
763                                                         if (gamemode == GAME_NEXUIZ)
764                                                                 currentvelocity[2] = 200;
765                                                         else
766                                                                 currentvelocity[2] = 100;
767                                                 }
768                                         }
769                                 }
770                                 else
771                                 {
772                                         // walk
773                                         if (onground && q->jump && canjump)
774                                         {
775                                                 currentvelocity[2] += movevars_jumpvelocity;
776                                                 onground = false;
777                                                 canjump = false;
778                                         }
779                                         if (!q->jump)
780                                                 canjump = true;
781                                         VectorSet(yawangles, 0, q->viewangles[1], 0);
782                                         AngleVectors(yawangles, forward, right, up);
783                                         VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
784                                         wishspeed = VectorLength(wishvel);
785                                         if (wishspeed)
786                                                 VectorScale(wishvel, 1 / wishspeed, wishdir);
787                                         else
788                                                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
789                                         wishspeed = min(wishspeed, movevars_maxspeed);
790                                         if (crouch)
791                                                 wishspeed *= 0.5;
792                                         // check if onground
793                                         if (onground)
794                                         {
795                                                 // apply ground friction
796                                                 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
797                                                 edgefriction = 1;
798                                                 if (f > 0)
799                                                 {
800                                                         VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
801                                                         VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
802                                                         trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
803                                                         if (trace.fraction == 1)
804                                                                 edgefriction = movevars_edgefriction;
805                                                 }
806                                                 // apply friction
807                                                 f = 1 - frametime * edgefriction * ((f < movevars_stopspeed) ? (movevars_stopspeed / f) : 1) * movevars_friction;
808                                                 f = max(f, 0);
809                                                 VectorScale(currentvelocity, f, currentvelocity);
810                                         }
811                                         else
812                                         {
813                                                 // apply air speed limit
814                                                 wishspeed = min(wishspeed, movevars_maxairspeed);
815                                         }
816                                         if (gamemode == GAME_NEXUIZ)
817                                                 addspeed = wishspeed;
818                                         else
819                                                 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
820                                         if (addspeed > 0)
821                                         {
822                                                 accelspeed = min(movevars_accelerate * frametime * wishspeed, addspeed);
823                                                 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
824                                         }
825                                         currentvelocity[2] -= cl_gravity.value * frametime;
826                                 }
827                         }
828                         //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
829                         {
830                                 if (crouch)
831                                 {
832                                         playermins = cl.playercrouchmins;
833                                         playermaxs = cl.playercrouchmaxs;
834                                 }
835                                 else
836                                 {
837                                         playermins = cl.playerstandmins;
838                                         playermaxs = cl.playerstandmaxs;
839                                 }
840                                 onground = false;
841                                 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
842                                 {
843                                         VectorMA(currentorigin, t, currentvelocity, neworigin);
844                                         trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
845                                         if (trace.fraction < 1 && trace.plane.normal[2] == 0)
846                                         {
847                                                 // may be a step or wall, try stepping up
848                                                 // first move forward at a higher level
849                                                 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + movevars_stepheight);
850                                                 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + movevars_stepheight);
851                                                 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
852                                                 // then move down from there
853                                                 VectorCopy(trace2.endpos, currentorigin2);
854                                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
855                                                 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
856                                                 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
857                                                 // accept the new trace if it made some progress
858                                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
859                                                 {
860                                                         trace = trace2;
861                                                         VectorCopy(trace3.endpos, trace.endpos);
862                                                 }
863                                         }
864                                         if (trace.fraction == 1)
865                                         {
866                                                 VectorCopy(trace.endpos, currentorigin);
867                                                 break;
868                                         }
869                                         if (trace.plane.normal[2] > 0.7)
870                                                 onground = true;
871                                         t *= 1 - trace.fraction;
872                                         if (trace.fraction >= 0.001)
873                                                 VectorCopy(trace.endpos, currentorigin);
874                                         f = DotProduct(currentvelocity, trace.plane.normal);
875                                         VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
876                                 }
877                         }
878                 }
879                 // store replay location
880                 cl.onground = onground;
881         }
882         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
883         VectorCopy(currentorigin, cl.movement_origin);
884         VectorCopy(currentvelocity, cl.movement_velocity);
885         //VectorCopy(currentorigin, cl.entities[cl.playerentity].state_current.origin);
886         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
887 }
888
889 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
890 {
891         int bits;
892
893         bits = 0;
894         if (to->angles[0] != from->angles[0])
895                 bits |= QW_CM_ANGLE1;
896         if (to->angles[1] != from->angles[1])
897                 bits |= QW_CM_ANGLE2;
898         if (to->angles[2] != from->angles[2])
899                 bits |= QW_CM_ANGLE3;
900         if (to->forwardmove != from->forwardmove)
901                 bits |= QW_CM_FORWARD;
902         if (to->sidemove != from->sidemove)
903                 bits |= QW_CM_SIDE;
904         if (to->upmove != from->upmove)
905                 bits |= QW_CM_UP;
906         if (to->buttons != from->buttons)
907                 bits |= QW_CM_BUTTONS;
908         if (to->impulse != from->impulse)
909                 bits |= QW_CM_IMPULSE;
910
911         MSG_WriteByte(buf, bits);
912         if (bits & QW_CM_ANGLE1)
913                 MSG_WriteAngle16i(buf, to->angles[0]);
914         if (bits & QW_CM_ANGLE2)
915                 MSG_WriteAngle16i(buf, to->angles[1]);
916         if (bits & QW_CM_ANGLE3)
917                 MSG_WriteAngle16i(buf, to->angles[2]);
918         if (bits & QW_CM_FORWARD)
919                 MSG_WriteShort(buf, to->forwardmove);
920         if (bits & QW_CM_SIDE)
921                 MSG_WriteShort(buf, to->sidemove);
922         if (bits & QW_CM_UP)
923                 MSG_WriteShort(buf, to->upmove);
924         if (bits & QW_CM_BUTTONS)
925                 MSG_WriteByte(buf, to->buttons);
926         if (bits & QW_CM_IMPULSE)
927                 MSG_WriteByte(buf, to->impulse);
928         MSG_WriteByte(buf, to->msec);
929 }
930
931 /*
932 ==============
933 CL_SendMove
934 ==============
935 */
936 extern cvar_t cl_netinputpacketspersecond;
937 void CL_SendMove(void)
938 {
939         int i;
940         int bits;
941         int impulse;
942         sizebuf_t buf;
943         unsigned char data[128];
944         static double lastsendtime = 0;
945 #define MOVEAVERAGING 0
946 #if MOVEAVERAGING
947         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
948 #endif
949         float forwardmove, sidemove, upmove;
950
951         // if playing a demo, do nothing
952         if (!cls.netcon)
953                 return;
954
955 #if MOVEAVERAGING
956         // accumulate changes between messages
957         accumforwardmove += cl.cmd.forwardmove;
958         accumsidemove += cl.cmd.sidemove;
959         accumupmove += cl.cmd.upmove;
960         accumtotal++;
961 #endif
962
963         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
964         {
965                 if (!cl.movement_needupdate)
966                         return;
967                 cl.movement_needupdate = false;
968                 cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
969         }
970         else
971         {
972                 cl.movement = false;
973                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
974                         return;
975                 // don't let it fall behind if CL_SendMove hasn't been called recently
976                 // (such is the case when framerate is too low for instance)
977                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
978         }
979 #if MOVEAVERAGING
980         // average the accumulated changes
981         accumtotal = 1.0f / accumtotal;
982         forwardmove = accumforwardmove * accumtotal;
983         sidemove = accumsidemove * accumtotal;
984         upmove = accumupmove * accumtotal;
985         accumforwardmove = 0;
986         accumsidemove = 0;
987         accumupmove = 0;
988         accumtotal = 0;
989 #else
990         // use the latest values
991         forwardmove = cl.cmd.forwardmove;
992         sidemove = cl.cmd.sidemove;
993         upmove = cl.cmd.upmove;
994 #endif
995
996         if (cls.signon == SIGNONS)
997                 CL_UpdatePrydonCursor();
998
999         buf.maxsize = 128;
1000         buf.cursize = 0;
1001         buf.data = data;
1002
1003         // set button bits
1004         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1005         bits = 0;
1006         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1007         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1008         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1009         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1010         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1011         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1012         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1013         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1014         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1015         if (key_dest != key_game || key_consoleactive) bits |= 512;
1016         if (cl_prydoncursor.integer) bits |= 1024;
1017         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1018         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1019         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1020         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1021         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1022         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1023         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1024         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1025         // button bits 19-31 unused currently
1026         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1027         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1028         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1029         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1030         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1031
1032         impulse = in_impulse;
1033         in_impulse = 0;
1034
1035         csqc_buttons = bits;
1036
1037         if (cls.signon == SIGNONS)
1038         {
1039                 // always dump the first two messages, because they may contain leftover inputs from the last level
1040                 if (++cl.movemessages >= 2)
1041                 {
1042                         // send the movement message
1043                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1044                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1045                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1046                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1047                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1048                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1049                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1050                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1051                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1052                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1053                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1054                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1055                         {
1056                                 int checksumindex;
1057                                 double msectime;
1058                                 static double oldmsectime;
1059                                 qw_usercmd_t *cmd, *oldcmd;
1060                                 qw_usercmd_t nullcmd;
1061
1062                                 //Con_Printf("code qw_clc_move\n");
1063
1064                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1065                                 cmd = &cl.qw_moves[i];
1066                                 memset(&nullcmd, 0, sizeof(nullcmd));
1067                                 memset(cmd, 0, sizeof(*cmd));
1068                                 cmd->buttons = bits;
1069                                 cmd->impulse = impulse;
1070                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1071                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1072                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1073                                 VectorCopy(cl.viewangles, cmd->angles);
1074                                 msectime = realtime * 1000;
1075                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1076                                 // ridiculous value rejection (matches qw)
1077                                 if (cmd->msec > 250)
1078                                         cmd->msec = 100;
1079                                 oldmsectime = msectime;
1080
1081                                 CL_ClientMovement_InputQW(cmd);
1082
1083                                 MSG_WriteByte(&buf, qw_clc_move);
1084                                 // save the position for a checksum byte
1085                                 checksumindex = buf.cursize;
1086                                 MSG_WriteByte(&buf, 0);
1087                                 // packet loss percentage
1088                                 // FIXME: netgraph stuff
1089                                 MSG_WriteByte(&buf, 0);
1090                                 // write most recent 3 moves
1091                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1092                                 cmd = &cl.qw_moves[i];
1093                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1094                                 oldcmd = cmd;
1095                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1096                                 cmd = &cl.qw_moves[i];
1097                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1098                                 oldcmd = cmd;
1099                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1100                                 cmd = &cl.qw_moves[i];
1101                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1102                                 // calculate the checksum
1103                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1104                                 // if delta compression history overflows, request no delta
1105                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1106                                         cl.qw_validsequence = 0;
1107                                 // request delta compression if appropriate
1108                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1109                                 {
1110                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1111                                         MSG_WriteByte(&buf, qw_clc_delta);
1112                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1113                                 }
1114                                 else
1115                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1116                         }
1117                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1118                         {
1119                                 // 5 bytes
1120                                 MSG_WriteByte (&buf, clc_move);
1121                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1122                                 // 3 bytes
1123                                 for (i = 0;i < 3;i++)
1124                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1125                                 // 6 bytes
1126                                 MSG_WriteCoord16i (&buf, forwardmove);
1127                                 MSG_WriteCoord16i (&buf, sidemove);
1128                                 MSG_WriteCoord16i (&buf, upmove);
1129                                 // 2 bytes
1130                                 MSG_WriteByte (&buf, bits);
1131                                 MSG_WriteByte (&buf, impulse);
1132
1133                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1134                         }
1135                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1136                         {
1137                                 // 5 bytes
1138                                 MSG_WriteByte (&buf, clc_move);
1139                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1140                                 // 12 bytes
1141                                 for (i = 0;i < 3;i++)
1142                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1143                                 // 6 bytes
1144                                 MSG_WriteCoord16i (&buf, forwardmove);
1145                                 MSG_WriteCoord16i (&buf, sidemove);
1146                                 MSG_WriteCoord16i (&buf, upmove);
1147                                 // 2 bytes
1148                                 MSG_WriteByte (&buf, bits);
1149                                 MSG_WriteByte (&buf, impulse);
1150
1151                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1152                         }
1153                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1154                         {
1155                                 // 5 bytes
1156                                 MSG_WriteByte (&buf, clc_move);
1157                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1158                                 // 6 bytes
1159                                 for (i = 0;i < 3;i++)
1160                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1161                                 // 6 bytes
1162                                 MSG_WriteCoord16i (&buf, forwardmove);
1163                                 MSG_WriteCoord16i (&buf, sidemove);
1164                                 MSG_WriteCoord16i (&buf, upmove);
1165                                 // 2 bytes
1166                                 MSG_WriteByte (&buf, bits);
1167                                 MSG_WriteByte (&buf, impulse);
1168
1169                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1170                         }
1171                         else
1172                         {
1173                                 // 5 bytes
1174                                 MSG_WriteByte (&buf, clc_move);
1175                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1176                                 {
1177                                         if (cl_movement.integer)
1178                                         {
1179                                                 cl.movesequence++;
1180                                                 MSG_WriteLong (&buf, cl.movesequence);
1181                                         }
1182                                         else
1183                                                 MSG_WriteLong (&buf, 0);
1184                                 }
1185                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1186                                 // 6 bytes
1187                                 for (i = 0;i < 3;i++)
1188                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1189                                 // 6 bytes
1190                                 MSG_WriteCoord16i (&buf, forwardmove);
1191                                 MSG_WriteCoord16i (&buf, sidemove);
1192                                 MSG_WriteCoord16i (&buf, upmove);
1193                                 // 5 bytes
1194                                 MSG_WriteLong (&buf, bits);
1195                                 MSG_WriteByte (&buf, impulse);
1196                                 // PRYDON_CLIENTCURSOR
1197                                 // 30 bytes
1198                                 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
1199                                 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
1200                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1201                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1202                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1203                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1204                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1205                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1206                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1207
1208                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1209                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1210                         }
1211                 }
1212
1213                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1214                 {
1215                         // ack the last few frame numbers
1216                         // (redundent to improve handling of client->server packet loss)
1217                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1218                         for (i = 0;i < LATESTFRAMENUMS;i++)
1219                         {
1220                                 if (cl.latestframenums[i] > 0)
1221                                 {
1222                                         if (developer_networkentities.integer >= 1)
1223                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1224                                         MSG_WriteByte(&buf, clc_ackframe);
1225                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1226                                 }
1227                         }
1228                 }
1229
1230                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1231                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1232         }
1233
1234         // send the reliable message (forwarded commands) if there is one
1235         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1236
1237         if (cls.netcon->message.overflowed)
1238         {
1239                 Con_Print("CL_SendMove: lost server connection\n");
1240                 CL_Disconnect();
1241                 Host_ShutdownServer();
1242         }
1243 }
1244
1245 /*
1246 ============
1247 CL_InitInput
1248 ============
1249 */
1250 void CL_InitInput (void)
1251 {
1252         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1253         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1254         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1255         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1256         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1257         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1258         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1259         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1260         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1261         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1262         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1263         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1264         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1265         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1266         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1267         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1268         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1269         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1270         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1271         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1272         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1273         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1274         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1275         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1276         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1277         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1278         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1279         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1280         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1281         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1282         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1283         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1284         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1285
1286         // LordHavoc: added use button
1287         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1288         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1289
1290         // LordHavoc: added 6 new buttons
1291         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1292         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1293         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1294         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1295         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1296         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1297         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1298         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1299         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1300         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1301         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1302         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1303         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1304         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1305         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1306         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1307         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1308         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1309         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1310         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1311         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1312         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1313         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1314         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1315         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1316         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1317         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1318         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1319
1320         Cvar_RegisterVariable(&cl_movement);
1321         Cvar_RegisterVariable(&cl_movement_latency);
1322         Cvar_RegisterVariable(&cl_movement_maxspeed);
1323         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1324         Cvar_RegisterVariable(&cl_movement_stopspeed);
1325         Cvar_RegisterVariable(&cl_movement_friction);
1326         Cvar_RegisterVariable(&cl_movement_edgefriction);
1327         Cvar_RegisterVariable(&cl_movement_stepheight);
1328         Cvar_RegisterVariable(&cl_movement_accelerate);
1329         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1330         Cvar_RegisterVariable(&cl_gravity);
1331         Cvar_RegisterVariable(&cl_slowmo);
1332
1333         Cvar_RegisterVariable(&in_pitch_min);
1334         Cvar_RegisterVariable(&in_pitch_max);
1335         Cvar_RegisterVariable(&m_filter);
1336
1337         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1338
1339         Cvar_RegisterVariable(&cl_nodelta);
1340 }
1341