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up the default cl_netfps to 72, which is higher than vsync for most
[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 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 void IN_CycleWeapon (void)
305 {
306         int i, n;
307         int first = -1;
308         qboolean found = false;
309         const char *t;
310         if (Cmd_Argc() < 2)
311         {
312                 Con_Printf("bestweapon requires 1 or more parameters\n");
313                 return;
314         }
315         for (i = 1;i < Cmd_Argc();i++)
316         {
317                 t = Cmd_Argv(i);
318                 // figure out which weapon this character refers to
319                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
320                 {
321                         if (!strcmp(in_bestweapon_info[n].name, t))
322                         {
323                                 // we found out what weapon this character refers to
324                                 // check if the inventory contains the weapon and enough ammo
325                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
326                                 {
327                                         // we found one of the weapons the player wanted
328                                         if(first == -1)
329                                                 first = n;
330                                         if(found)
331                                         {
332                                                 in_impulse = in_bestweapon_info[n].impulse;
333                                                 return;
334                                         }
335                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
336                                                 found = true;
337                                 }
338                                 break;
339                         }
340                 }
341                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
342         }
343         if(first != -1)
344         {
345                 in_impulse = in_bestweapon_info[first].impulse;
346                 return;
347         }
348         // if we couldn't find any of the weapons, there's nothing more we can do...
349 }
350
351 /*
352 ===============
353 CL_KeyState
354
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
359 ===============
360 */
361 float CL_KeyState (kbutton_t *key)
362 {
363         float           val;
364         qboolean        impulsedown, impulseup, down;
365
366         impulsedown = key->state & 2;
367         impulseup = key->state & 4;
368         down = key->state & 1;
369         val = 0;
370
371         if (impulsedown && !impulseup)
372         {
373                 if (down)
374                         val = 0.5;      // pressed and held this frame
375                 else
376                         val = 0;        //      I_Error ();
377         }
378         if (impulseup && !impulsedown)
379         {
380                 if (down)
381                         val = 0;        //      I_Error ();
382                 else
383                         val = 0;        // released this frame
384         }
385         if (!impulsedown && !impulseup)
386         {
387                 if (down)
388                         val = 1.0;      // held the entire frame
389                 else
390                         val = 0;        // up the entire frame
391         }
392         if (impulsedown && impulseup)
393         {
394                 if (down)
395                         val = 0.75;     // released and re-pressed this frame
396                 else
397                         val = 0.25;     // pressed and released this frame
398         }
399
400         key->state &= 1;                // clear impulses
401
402         return val;
403 }
404
405
406
407
408 //==========================================================================
409
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
414
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
419
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
421
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
431 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
435 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
436 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
439
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
442
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
446 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
447
448 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
449
450 extern cvar_t v_flipped;
451
452 /*
453 ================
454 CL_AdjustAngles
455
456 Moves the local angle positions
457 ================
458 */
459 void CL_AdjustAngles (void)
460 {
461         float   speed;
462         float   up, down;
463
464         if (in_speed.state & 1)
465                 speed = cl.realframetime * cl_anglespeedkey.value;
466         else
467                 speed = cl.realframetime;
468
469         if (!(in_strafe.state & 1))
470         {
471                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
472                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
473         }
474         if (in_klook.state & 1)
475         {
476                 V_StopPitchDrift ();
477                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
478                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
479         }
480
481         up = CL_KeyState (&in_lookup);
482         down = CL_KeyState(&in_lookdown);
483
484         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
485         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
486
487         if (up || down)
488                 V_StopPitchDrift ();
489
490         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
491         if (cl.viewangles[YAW] >= 180)
492                 cl.viewangles[YAW] -= 360;
493         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
494         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
495 }
496
497 int cl_ignoremousemoves = 2;
498
499 /*
500 ================
501 CL_Input
502
503 Send the intended movement message to the server
504 ================
505 */
506 void CL_Input (void)
507 {
508         float mx, my;
509         static float old_mouse_x = 0, old_mouse_y = 0;
510
511         // clamp before the move to prevent starting with bad angles
512         CL_AdjustAngles ();
513
514         if(v_flipped.integer)
515                 cl.viewangles[YAW] = -cl.viewangles[YAW];
516
517         // reset some of the command fields
518         cl.cmd.forwardmove = 0;
519         cl.cmd.sidemove = 0;
520         cl.cmd.upmove = 0;
521
522         // get basic movement from keyboard
523         if (in_strafe.state & 1)
524         {
525                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
526                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
527         }
528
529         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
530         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
531
532         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
533         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
534
535         if (! (in_klook.state & 1) )
536         {
537                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
538                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
539         }
540
541         // adjust for speed key
542         if (in_speed.state & 1)
543         {
544                 cl.cmd.forwardmove *= cl_movespeedkey.value;
545                 cl.cmd.sidemove *= cl_movespeedkey.value;
546                 cl.cmd.upmove *= cl_movespeedkey.value;
547         }
548
549         in_mouse_x = 0;
550         in_mouse_y = 0;
551
552         // allow mice or other external controllers to add to the move
553         IN_Move ();
554
555         // ignore a mouse move if mouse was activated/deactivated this frame
556         if (cl_ignoremousemoves)
557         {
558                 cl_ignoremousemoves--;
559                 in_mouse_x = 0;
560                 in_mouse_y = 0;
561         }
562
563         // apply m_filter if it is on
564         mx = in_mouse_x;
565         my = in_mouse_y;
566         if (m_filter.integer)
567         {
568                 in_mouse_x = (mx + old_mouse_x) * 0.5;
569                 in_mouse_y = (my + old_mouse_y) * 0.5;
570         }
571         old_mouse_x = mx;
572         old_mouse_y = my;
573
574         // if not in menu, apply mouse move to viewangles/movement
575         if (!cl.csqc_wantsmousemove && in_client_mouse)
576         {
577                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
578                 if (cl_prydoncursor.integer)
579                 {
580                         // mouse interacting with the scene, mostly stationary view
581                         V_StopPitchDrift();
582                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
583                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
584                 }
585                 else if (in_strafe.state & 1)
586                 {
587                         // strafing mode, all looking is movement
588                         V_StopPitchDrift();
589                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
590                         if (noclip_anglehack)
591                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
592                         else
593                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
594                 }
595                 else if ((in_mlook.state & 1) || freelook.integer)
596                 {
597                         // mouselook, lookstrafe causes turning to become strafing
598                         V_StopPitchDrift();
599                         if (lookstrafe.integer)
600                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
601                         else
602                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
603                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
604                 }
605                 else
606                 {
607                         // non-mouselook, yaw turning and forward/back movement
608                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
609                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
610                 }
611         }
612
613         if(v_flipped.integer)
614         {
615                 cl.viewangles[YAW] = -cl.viewangles[YAW];
616                 cl.cmd.sidemove = -cl.cmd.sidemove;
617         }
618
619         // clamp after the move to prevent rendering with bad angles
620         CL_AdjustAngles ();
621 }
622
623 #include "cl_collision.h"
624
625 void CL_UpdatePrydonCursor(void)
626 {
627         vec3_t temp;
628
629         if (!cl_prydoncursor.integer)
630                 VectorClear(cl.cmd.cursor_screen);
631
632         /*
633         if (cl.cmd.cursor_screen[0] < -1)
634         {
635                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
636                 cl.cmd.cursor_screen[0] = -1;
637         }
638         if (cl.cmd.cursor_screen[0] > 1)
639         {
640                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
641                 cl.cmd.cursor_screen[0] = 1;
642         }
643         if (cl.cmd.cursor_screen[1] < -1)
644         {
645                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
646                 cl.cmd.cursor_screen[1] = -1;
647         }
648         if (cl.cmd.cursor_screen[1] > 1)
649         {
650                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
651                 cl.cmd.cursor_screen[1] = 1;
652         }
653         */
654         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
655         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
656         cl.cmd.cursor_screen[2] = 1;
657
658         // calculate current view matrix
659         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
660         // calculate direction vector of cursor in viewspace by using frustum slopes
661         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
662         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
663         // trace from view origin to the cursor
664         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);
665 }
666
667 void CL_ClientMovement_ExpireOldMoves(void)
668 {
669         int i;
670         int n;
671         // remove stale queue items
672         n = cl.movement_numqueue;
673         cl.movement_numqueue = 0;
674         if (cls.servermovesequence)
675         {
676                 for (i = 0;i < n;i++)
677                 {
678                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
679                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
680                         else
681                                 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
682                 }
683         }
684 }
685
686 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
687 {
688         // if time has not advanced, do nothing
689         if (cl.movecmd[0].msec <= 0)
690                 return;
691         // add to input queue if there is room
692         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
693         {
694                 // add to input queue
695                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
696                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
697                 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
698                 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
699                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
700                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
701                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
702                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
703                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
704                 cl.movement_numqueue++;
705         }
706
707         cl.movement_replay = true;
708 }
709
710 typedef enum waterlevel_e
711 {
712         WATERLEVEL_NONE,
713         WATERLEVEL_WETFEET,
714         WATERLEVEL_SWIMMING,
715         WATERLEVEL_SUBMERGED
716 }
717 waterlevel_t;
718
719 typedef struct cl_clientmovement_state_s
720 {
721         // position
722         vec3_t origin;
723         vec3_t velocity;
724         // current bounding box (different if crouched vs standing)
725         vec3_t mins;
726         vec3_t maxs;
727         // currently on the ground
728         qboolean onground;
729         // currently crouching
730         qboolean crouched;
731         // what kind of water (SUPERCONTENTS_LAVA for instance)
732         int watertype;
733         // how deep
734         waterlevel_t waterlevel;
735         // weird hacks when jumping out of water
736         // (this is in seconds and counts down to 0)
737         float waterjumptime;
738
739         // user command
740         client_movementqueue_t q;
741 }
742 cl_clientmovement_state_t;
743
744 #define NUMOFFSETS 27
745 static vec3_t offsets[NUMOFFSETS] =
746 {
747 // 1 no nudge (just return the original if this test passes)
748         { 0.000,  0.000,  0.000},
749 // 6 simple nudges
750         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
751         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
752         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
753 // 4 diagonal flat nudges
754         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
755         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
756 // 8 diagonal upward nudges
757         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
758         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
759         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
760         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
761 // 8 diagonal downward nudges
762         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
763         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
764         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
765         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
766 };
767
768 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
769 {
770         int i;
771         vec3_t neworigin;
772         for (i = 0;i < NUMOFFSETS;i++)
773         {
774                 VectorAdd(offsets[i], s->origin, neworigin);
775                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
776                 {
777                         VectorCopy(neworigin, s->origin);
778                         return true;
779                 }
780         }
781         // if all offsets failed, give up
782         return false;
783 }
784
785 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
786 {
787         vec3_t origin1, origin2;
788         trace_t trace;
789
790         // make sure player is not stuck
791         CL_ClientMovement_Unstick(s);
792
793         // set crouched
794         if (s->q.crouch)
795         {
796                 // wants to crouch, this always works..
797                 if (!s->crouched)
798                         s->crouched = true;
799         }
800         else
801         {
802                 // wants to stand, if currently crouching we need to check for a
803                 // low ceiling first
804                 if (s->crouched)
805                 {
806                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
807                         if (!trace.startsolid)
808                                 s->crouched = false;
809                 }
810         }
811         if (s->crouched)
812         {
813                 VectorCopy(cl.playercrouchmins, s->mins);
814                 VectorCopy(cl.playercrouchmaxs, s->maxs);
815         }
816         else
817         {
818                 VectorCopy(cl.playerstandmins, s->mins);
819                 VectorCopy(cl.playerstandmaxs, s->maxs);
820         }
821
822         // set onground
823         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
824         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
825         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
826         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
827
828         // set watertype/waterlevel
829         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
830         s->waterlevel = WATERLEVEL_NONE;
831         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
832         if (s->watertype)
833         {
834                 s->waterlevel = WATERLEVEL_WETFEET;
835                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
836                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
837                 {
838                         s->waterlevel = WATERLEVEL_SWIMMING;
839                         origin1[2] = s->origin[2] + 22;
840                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
841                                 s->waterlevel = WATERLEVEL_SUBMERGED;
842                 }
843         }
844
845         // water jump prediction
846         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
847                 s->waterjumptime = 0;
848 }
849
850 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
851 {
852         int bump;
853         double t;
854         vec_t f;
855         vec3_t neworigin;
856         vec3_t currentorigin2;
857         vec3_t neworigin2;
858         vec3_t primalvelocity;
859         trace_t trace;
860         trace_t trace2;
861         trace_t trace3;
862         CL_ClientMovement_UpdateStatus(s);
863         VectorCopy(s->velocity, primalvelocity);
864         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
865         {
866                 VectorMA(s->origin, t, s->velocity, neworigin);
867                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
868                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
869                 {
870                         // may be a step or wall, try stepping up
871                         // first move forward at a higher level
872                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
873                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
874                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
875                         if (!trace2.startsolid)
876                         {
877                                 // then move down from there
878                                 VectorCopy(trace2.endpos, currentorigin2);
879                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
880                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
881                                 //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]);
882                                 // accept the new trace if it made some progress
883                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
884                                 {
885                                         trace = trace2;
886                                         VectorCopy(trace3.endpos, trace.endpos);
887                                 }
888                         }
889                 }
890
891                 // check if it moved at all
892                 if (trace.fraction >= 0.001)
893                         VectorCopy(trace.endpos, s->origin);
894
895                 // check if it moved all the way
896                 if (trace.fraction == 1)
897                         break;
898
899                 //if (trace.plane.normal[2] > 0.7)
900                 //      s->onground = true;
901
902                 t -= t * trace.fraction;
903
904                 f = DotProduct(s->velocity, trace.plane.normal);
905                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
906         }
907         if (s->waterjumptime > 0)
908                 VectorCopy(primalvelocity, s->velocity);
909 }
910
911
912 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
913 {
914         vec_t wishspeed;
915         vec_t f;
916         vec3_t wishvel;
917         vec3_t wishdir;
918
919         // water jump only in certain situations
920         // this mimics quakeworld code
921         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
922         {
923                 vec3_t forward;
924                 vec3_t yawangles;
925                 vec3_t spot;
926                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
927                 AngleVectors(yawangles, forward, NULL, NULL);
928                 VectorMA(s->origin, 24, forward, spot);
929                 spot[2] += 8;
930                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
931                 {
932                         spot[2] += 24;
933                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
934                         {
935                                 VectorScale(forward, 50, s->velocity);
936                                 s->velocity[2] = 310;
937                                 s->waterjumptime = 2;
938                                 s->onground = false;
939                                 s->q.canjump = false;
940                         }
941                 }
942         }
943
944         if (!VectorLength2(s->q.move))
945         {
946                 // drift towards bottom
947                 VectorSet(wishvel, 0, 0, -60);
948         }
949         else
950         {
951                 // swim
952                 vec3_t forward;
953                 vec3_t right;
954                 vec3_t up;
955                 // calculate movement vector
956                 AngleVectors(s->q.viewangles, forward, right, up);
957                 VectorSet(up, 0, 0, 1);
958                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
959         }
960
961         // split wishvel into wishspeed and wishdir
962         wishspeed = VectorLength(wishvel);
963         if (wishspeed)
964                 VectorScale(wishvel, 1 / wishspeed, wishdir);
965         else
966                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
967         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
968
969         if (s->crouched)
970                 wishspeed *= 0.5;
971
972         if (s->waterjumptime <= 0)
973         {
974                 // water friction
975                 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
976                 f = bound(0, f, 1);
977                 VectorScale(s->velocity, f, s->velocity);
978
979                 // water acceleration
980                 f = wishspeed - DotProduct(s->velocity, wishdir);
981                 if (f > 0)
982                 {
983                         f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
984                         VectorMA(s->velocity, f, wishdir, s->velocity);
985                 }
986
987                 // holding jump button swims upward slowly
988                 if (s->q.jump)
989                 {
990                         if (s->watertype & SUPERCONTENTS_LAVA)
991                                 s->velocity[2] =  50;
992                         else if (s->watertype & SUPERCONTENTS_SLIME)
993                                 s->velocity[2] =  80;
994                         else
995                         {
996                                 if (gamemode == GAME_NEXUIZ)
997                                         s->velocity[2] = 200;
998                                 else
999                                         s->velocity[2] = 100;
1000                         }
1001                 }
1002         }
1003
1004         CL_ClientMovement_Move(s);
1005 }
1006
1007 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1008 {
1009         vec_t friction;
1010         vec_t wishspeed;
1011         vec_t addspeed;
1012         vec_t accelspeed;
1013         vec_t f;
1014         vec3_t forward;
1015         vec3_t right;
1016         vec3_t up;
1017         vec3_t wishvel;
1018         vec3_t wishdir;
1019         vec3_t yawangles;
1020         trace_t trace;
1021
1022         // jump if on ground with jump button pressed but only if it has been
1023         // released at least once since the last jump
1024         if (s->q.jump)
1025         {
1026                 if (s->onground && (s->q.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1027                 {
1028                         s->velocity[2] += cl.movevars_jumpvelocity;
1029                         s->onground = false;
1030                         s->q.canjump = false;
1031                 }
1032         }
1033         else
1034                 s->q.canjump = true;
1035
1036         // calculate movement vector
1037         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1038         AngleVectors(yawangles, forward, right, up);
1039         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1040
1041         // split wishvel into wishspeed and wishdir
1042         wishspeed = VectorLength(wishvel);
1043         if (wishspeed)
1044                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1045         else
1046                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1047         wishspeed = min(wishspeed, cl.movevars_maxspeed);
1048         if (s->crouched)
1049                 wishspeed *= 0.5;
1050
1051         // check if onground
1052         if (s->onground)
1053         {
1054                 // apply edge friction
1055                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1056                 friction = cl.movevars_friction;
1057                 if (f > 0 && cl.movevars_edgefriction != 1)
1058                 {
1059                         vec3_t neworigin2;
1060                         vec3_t neworigin3;
1061                         // note: QW uses the full player box for the trace, and yet still
1062                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1063                         // this mimics it for compatibility
1064                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1065                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1066                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1067                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1068                         else
1069                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1070                         if (trace.fraction == 1 && !trace.startsolid)
1071                                 friction *= cl.movevars_edgefriction;
1072                 }
1073                 // apply ground friction
1074                 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1075                 f = max(f, 0);
1076                 VectorScale(s->velocity, f, s->velocity);
1077                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1078                 if (addspeed > 0)
1079                 {
1080                         accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1081                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1082                 }
1083                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1084                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1085                         s->velocity[2] = 0;
1086                 if (VectorLength2(s->velocity))
1087                         CL_ClientMovement_Move(s);
1088         }
1089         else
1090         {
1091                 if (s->waterjumptime <= 0)
1092                 {
1093                         vec_t f;
1094                         vec_t vel_straight;
1095                         vec_t vel_z;
1096                         vec3_t vel_perpend;
1097
1098                         // apply air speed limit
1099                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1100
1101                         /*
1102                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1103                         if (addspeed > 0)
1104                         {
1105                                 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1106                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1107                         }
1108                         */
1109
1110                         vel_straight = DotProduct(s->velocity, wishdir);
1111                         vel_z = s->velocity[2];
1112                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1113                         vel_perpend[2] -= vel_z;
1114
1115                         f = wishspeed - vel_straight;
1116                         if(f > 0)
1117                                 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1118                         if(wishspeed > 0)
1119                                 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1120
1121                         VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1122
1123                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1124                         s->velocity[2] += vel_z;
1125                 }
1126                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1127                 CL_ClientMovement_Move(s);
1128         }
1129 }
1130
1131 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1132 {
1133         //Con_Printf(" %f", frametime);
1134         if (!s->q.jump)
1135                 s->q.canjump = true;
1136         s->waterjumptime -= s->q.frametime;
1137         CL_ClientMovement_UpdateStatus(s);
1138         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1139                 CL_ClientMovement_Physics_Swim(s);
1140         else
1141                 CL_ClientMovement_Physics_Walk(s);
1142 }
1143
1144 extern cvar_t slowmo;
1145 void CL_UpdateMoveVars(void)
1146 {
1147         cl.movevars_packetinterval = 1.0 / bound(1, cl_netfps.value, 1000);
1148         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1149         {
1150         }
1151         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1152         {
1153                 cl.movevars_packetinterval *= cl.statsf[STAT_MOVEVARS_TIMESCALE];
1154                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1155                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1156                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1157                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1158                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1159                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1160                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1161                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1162                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1163                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1164                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1165                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1166                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1167                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1168                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1169                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1170                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1171                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1172         }
1173         else
1174         {
1175                 cl.movevars_packetinterval *= slowmo.value;
1176                 cl.movevars_timescale = slowmo.value;
1177                 cl.movevars_gravity = sv_gravity.value;
1178                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1179                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1180                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1181                 cl.movevars_accelerate = cl_movement_accelerate.value;
1182                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1183                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1184                 cl.movevars_friction = cl_movement_friction.value;
1185                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1186                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1187                 cl.movevars_entgravity = 1;
1188                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1189                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1190                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1191                 cl.movevars_stepheight = cl_movement_stepheight.value;
1192                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1193                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1194         }
1195 }
1196
1197 void CL_ClientMovement_Replay(void)
1198 {
1199         int i;
1200         qboolean canjump;
1201         double totalmovetime;
1202         cl_clientmovement_state_t s;
1203
1204         CL_ClientMovement_ExpireOldMoves();
1205
1206         // set up starting state for the series of moves
1207         memset(&s, 0, sizeof(s));
1208         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1209         VectorCopy(cl.mvelocity[0], s.velocity);
1210         s.crouched = true; // will be updated on first move
1211         //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1212
1213         totalmovetime = 0;
1214         for (i = 0;i < cl.movement_numqueue - 1;i++)
1215                 totalmovetime += cl.movement_queue[i].frametime;
1216         cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1217         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1218         if (cl.movement_predicted)
1219         {
1220                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1221
1222                 // replay the input queue to predict current location
1223                 // note: this relies on the fact there's always one queue item at the end
1224
1225                 canjump = cl.movement_replay_canjump;
1226                 for (i = 0;i < cl.movement_numqueue;i++)
1227                 {
1228                         s.q = cl.movement_queue[i];
1229                         s.q.canjump = canjump;
1230                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1231                         if (s.q.frametime > 0.05)
1232                         {
1233                                 s.q.frametime *= 0.5;
1234                                 CL_ClientMovement_PlayerMove(&s);
1235                         }
1236                         CL_ClientMovement_PlayerMove(&s);
1237                         canjump = cl.movement_queue[i].canjump = s.q.canjump;
1238                 }
1239         }
1240         else
1241         {
1242                 // get the first movement queue entry to know whether to crouch and such
1243                 s.q = cl.movement_queue[0];
1244         }
1245         CL_ClientMovement_UpdateStatus(&s);
1246
1247         if (cl.movement_replay)
1248         {
1249                 cl.movement_replay = false;
1250                 // update interpolation timestamps if time has passed
1251                 if (cl.movement_time[0] != cl.movecmd[0].time)
1252                 {
1253                         cl.movement_time[1] = cl.movement_time[0];
1254                         cl.movement_time[0] = cl.movecmd[0].time;
1255                         cl.movement_time[2] = cl.time;
1256                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1257                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1258                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1259                 }
1260
1261                 // update the interpolation target position and velocity
1262                 VectorCopy(s.origin, cl.movement_origin);
1263                 VectorCopy(s.velocity, cl.movement_velocity);
1264         }
1265         else if(cls.demoplayback) // for bob, speedometer
1266                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1267
1268         // update the onground flag if appropriate
1269         if (cl.movement_predicted)
1270         {
1271                 // when predicted we simply set the flag according to the UpdateStatus
1272                 cl.onground = s.onground;
1273         }
1274         else
1275         {
1276                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1277                 // an update packet is received, but can be forced on here to hide
1278                 // server inconsistencies in the onground flag
1279                 // (which mostly occur when stepping up stairs at very high framerates
1280                 //  where after the step up the move continues forward and not
1281                 //  downward so the ground is not detected)
1282                 //
1283                 // such onground inconsistencies can cause jittery gun bobbing and
1284                 // stair smoothing, so we set onground if UpdateStatus says so
1285                 if (s.onground)
1286                         cl.onground = true;
1287         }
1288
1289         // react to onground state changes (for gun bob)
1290         if (cl.onground)
1291         {
1292                 if (!cl.oldonground)
1293                         cl.hitgroundtime = cl.movecmd[0].time;
1294                 cl.lastongroundtime = cl.movecmd[0].time;
1295         }
1296         cl.oldonground = cl.onground;
1297 }
1298
1299 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1300 {
1301         int bits;
1302
1303         bits = 0;
1304         if (to->viewangles[0] != from->viewangles[0])
1305                 bits |= QW_CM_ANGLE1;
1306         if (to->viewangles[1] != from->viewangles[1])
1307                 bits |= QW_CM_ANGLE2;
1308         if (to->viewangles[2] != from->viewangles[2])
1309                 bits |= QW_CM_ANGLE3;
1310         if (to->forwardmove != from->forwardmove)
1311                 bits |= QW_CM_FORWARD;
1312         if (to->sidemove != from->sidemove)
1313                 bits |= QW_CM_SIDE;
1314         if (to->upmove != from->upmove)
1315                 bits |= QW_CM_UP;
1316         if (to->buttons != from->buttons)
1317                 bits |= QW_CM_BUTTONS;
1318         if (to->impulse != from->impulse)
1319                 bits |= QW_CM_IMPULSE;
1320
1321         MSG_WriteByte(buf, bits);
1322         if (bits & QW_CM_ANGLE1)
1323                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1324         if (bits & QW_CM_ANGLE2)
1325                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1326         if (bits & QW_CM_ANGLE3)
1327                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1328         if (bits & QW_CM_FORWARD)
1329                 MSG_WriteShort(buf, to->forwardmove);
1330         if (bits & QW_CM_SIDE)
1331                 MSG_WriteShort(buf, to->sidemove);
1332         if (bits & QW_CM_UP)
1333                 MSG_WriteShort(buf, to->upmove);
1334         if (bits & QW_CM_BUTTONS)
1335                 MSG_WriteByte(buf, to->buttons);
1336         if (bits & QW_CM_IMPULSE)
1337                 MSG_WriteByte(buf, to->impulse);
1338         MSG_WriteByte(buf, to->msec);
1339 }
1340
1341 /*
1342 ==============
1343 CL_SendMove
1344 ==============
1345 */
1346 usercmd_t nullcmd; // for delta compression of qw moves
1347 void CL_SendMove(void)
1348 {
1349         int i, j, packetloss;
1350         int bits;
1351         sizebuf_t buf;
1352         unsigned char data[1024];
1353         double packettime;
1354         int msecdelta;
1355
1356         CL_ClientMovement_ExpireOldMoves();
1357
1358         // if playing a demo, do nothing
1359         if (!cls.netcon)
1360                 return;
1361
1362         // don't send too often or else network connections can get clogged by a high renderer framerate
1363         packettime = cl.movevars_packetinterval;
1364         // send input every frame in singleplayer
1365         if (cl.islocalgame)
1366                 packettime = 0;
1367         // send the current interpolation time
1368         cl.cmd.time = cl.time;
1369         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1370         if (cl.cmd.time < cl.lastpackettime + packettime && (cl.mtime[0] != cl.mtime[1] || !cl.movement_needupdate))
1371                 return;
1372         // try to round off the lastpackettime to a multiple of the packet interval
1373         // (this causes it to emit packets at a steady beat, and takes advantage
1374         //  of the time drift compensation in the cl.time code)
1375         if (packettime > 0)
1376                 cl.lastpackettime = floor(cl.cmd.time / packettime) * packettime;
1377         else
1378                 cl.lastpackettime = cl.cmd.time;
1379         // set the flag indicating that we sent a packet recently
1380         cl.movement_needupdate = false;
1381
1382         buf.maxsize = sizeof(data);
1383         buf.cursize = 0;
1384         buf.data = data;
1385
1386         // conditions for sending a move:
1387         // if the move advances time or if the game is paused (in which case time
1388         // is not advancing)
1389         // don't send a new input packet if the connection is still saturated from
1390         // the last one (or chat messages, etc)
1391         // note: this behavior comes from QW
1392         if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1393                 return;
1394
1395         // send the movement message
1396         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1397         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1398         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1399         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1400         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1401         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1402         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1403         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1404         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1405         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1406         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1407
1408         // set prydon cursor info
1409         CL_UpdatePrydonCursor();
1410
1411         // set button bits
1412         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1413         bits = 0;
1414         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1415         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1416         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1417         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1418         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1419         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1420         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1421         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1422         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1423         if (key_dest != key_game || key_consoleactive) bits |= 512;
1424         if (cl_prydoncursor.integer) bits |= 1024;
1425         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1426         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1427         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1428         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1429         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1430         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1431         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1432         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1433         // button bits 19-31 unused currently
1434         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1435         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1436         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1437         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1438         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1439         cl.cmd.buttons = bits;
1440
1441         // set impulse
1442         cl.cmd.impulse = in_impulse;
1443         in_impulse = 0;
1444
1445         // movement is set by input code (forwardmove/sidemove/upmove)
1446
1447         // set viewangles
1448         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1449
1450         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1451         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1452         // ridiculous value rejection (matches qw)
1453         if (cl.cmd.msec > 250)
1454                 cl.cmd.msec = 100;
1455
1456         cl.cmd.predicted = cl_movement.integer;
1457
1458         // always dump the first two messages, because they may contain leftover inputs from the last level
1459         if (cl.cmd.sequence <= 2)
1460                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1461
1462         // update the cl.movecmd array which holds the most recent moves
1463         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1464                 cl.movecmd[i] = cl.movecmd[i-1];
1465         cl.movecmd[0] = cl.cmd;
1466
1467         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1468         {
1469                 int checksumindex;
1470
1471                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1472
1473                 MSG_WriteByte(&buf, qw_clc_move);
1474                 // save the position for a checksum byte
1475                 checksumindex = buf.cursize;
1476                 MSG_WriteByte(&buf, 0);
1477                 // packet loss percentage
1478                 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1479                         if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1480                                 packetloss++;
1481                 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1482                 MSG_WriteByte(&buf, packetloss);
1483                 // write most recent 3 moves
1484                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1485                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1486                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1487                 // calculate the checksum
1488                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1489                 // if delta compression history overflows, request no delta
1490                 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1491                         cl.qw_validsequence = 0;
1492                 // request delta compression if appropriate
1493                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1494                 {
1495                         cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1496                         MSG_WriteByte(&buf, qw_clc_delta);
1497                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1498                 }
1499                 else
1500                         cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1501         }
1502         else if (cls.signon == SIGNONS)
1503         {
1504                 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
1505                 {
1506                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1507
1508                         // 5 bytes
1509                         MSG_WriteByte (&buf, clc_move);
1510                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1511                         // 3 bytes
1512                         for (i = 0;i < 3;i++)
1513                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1514                         // 6 bytes
1515                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1516                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1517                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1518                         // 2 bytes
1519                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1520                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1521                 }
1522                 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1523                 {
1524                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1525
1526                         // 5 bytes
1527                         MSG_WriteByte (&buf, clc_move);
1528                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1529                         // 12 bytes
1530                         for (i = 0;i < 3;i++)
1531                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1532                         // 6 bytes
1533                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1534                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1535                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1536                         // 2 bytes
1537                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1538                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1539                 }
1540                 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1541                 {
1542                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1543
1544                         // 5 bytes
1545                         MSG_WriteByte (&buf, clc_move);
1546                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1547                         // 6 bytes
1548                         for (i = 0;i < 3;i++)
1549                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1550                         // 6 bytes
1551                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1552                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1553                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1554                         // 2 bytes
1555                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1556                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1557                 }
1558                 else if (cls.signon == SIGNONS)
1559                 {
1560                         int maxusercmds;
1561                         usercmd_t *cmd;
1562
1563                         // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1564                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1565
1566                         // set the maxusercmds variable to limit how many should be sent
1567                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1568                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1569                         if (!cl.cmd.predicted)
1570                                 maxusercmds = 1;
1571
1572                         // send the latest moves in order, the old ones will be
1573                         // ignored by the server harmlessly, however if the previous
1574                         // packets were lost these moves will be used
1575                         //
1576                         // this reduces packet loss impact on gameplay.
1577                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1578                         {
1579                                 // don't repeat any stale moves
1580                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1581                                         continue;
1582                                 // 5/9 bytes
1583                                 MSG_WriteByte (&buf, clc_move);
1584                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1585                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1586                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1587                                 // 6 bytes
1588                                 for (i = 0;i < 3;i++)
1589                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1590                                 // 6 bytes
1591                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1592                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1593                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1594                                 // 5 bytes
1595                                 MSG_WriteLong (&buf, cmd->buttons);
1596                                 MSG_WriteByte (&buf, cmd->impulse);
1597                                 // PRYDON_CLIENTCURSOR
1598                                 // 30 bytes
1599                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1600                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1601                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1602                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1603                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1604                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1605                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1606                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1607                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1608                         }
1609                 }
1610         }
1611
1612         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1613         {
1614                 // ack the last few frame numbers
1615                 // (redundent to improve handling of client->server packet loss)
1616                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1617                 for (i = 0;i < LATESTFRAMENUMS;i++)
1618                 {
1619                         if (cl.latestframenums[i] > 0)
1620                         {
1621                                 if (developer_networkentities.integer >= 10)
1622                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1623                                 MSG_WriteByte(&buf, clc_ackframe);
1624                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1625                         }
1626                 }
1627         }
1628
1629         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1630         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1631
1632         // acknowledge any recently received data blocks
1633         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1634         {
1635                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1636                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1637                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1638                 cls.dp_downloadack[i].start = 0;
1639                 cls.dp_downloadack[i].size = 0;
1640         }
1641
1642         // send the reliable message (forwarded commands) if there is one
1643         if (buf.cursize || cls.netcon->message.cursize)
1644                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1645
1646         if (cls.netcon->message.overflowed)
1647         {
1648                 Con_Print("CL_SendMove: lost server connection\n");
1649                 CL_Disconnect();
1650                 Host_ShutdownServer();
1651         }
1652 }
1653
1654 /*
1655 ============
1656 CL_InitInput
1657 ============
1658 */
1659 void CL_InitInput (void)
1660 {
1661         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1662         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1663         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1664         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1665         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1666         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1667         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1668         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1669         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1670         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1671         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1672         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1673         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1674         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1675         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1676         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1677         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1678         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1679         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1680         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1681         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1682         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1683         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1684         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1685         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1686         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1687         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1688         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1689         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1690         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1691         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1692         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1693         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1694
1695         // LordHavoc: added use button
1696         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1697         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1698
1699         // LordHavoc: added 6 new buttons
1700         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1701         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1702         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1703         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1704         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1705         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1706         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1707         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1708         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1709         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1710         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1711         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1712         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1713         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1714         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1715         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1716         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1717         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1718         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1719         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1720         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1721         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1722         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1723         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1724         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1725         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1726         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1727         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1728
1729         // LordHavoc: added bestweapon command
1730         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
1731         Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
1732         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1733
1734         Cvar_RegisterVariable(&cl_movement);
1735         Cvar_RegisterVariable(&cl_movement_minping);
1736         Cvar_RegisterVariable(&cl_movement_track_canjump);
1737         Cvar_RegisterVariable(&cl_movement_maxspeed);
1738         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1739         Cvar_RegisterVariable(&cl_movement_stopspeed);
1740         Cvar_RegisterVariable(&cl_movement_friction);
1741         Cvar_RegisterVariable(&cl_movement_wallfriction);
1742         Cvar_RegisterVariable(&cl_movement_waterfriction);
1743         Cvar_RegisterVariable(&cl_movement_edgefriction);
1744         Cvar_RegisterVariable(&cl_movement_stepheight);
1745         Cvar_RegisterVariable(&cl_movement_accelerate);
1746         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1747         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1748         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1749         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1750         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1751
1752         Cvar_RegisterVariable(&in_pitch_min);
1753         Cvar_RegisterVariable(&in_pitch_max);
1754         Cvar_RegisterVariable(&m_filter);
1755
1756         Cvar_RegisterVariable(&cl_netfps);
1757         Cvar_RegisterVariable(&cl_netrepeatinput);
1758
1759         Cvar_RegisterVariable(&cl_nodelta);
1760 }
1761