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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 int in_bestweapon_info[][5] =
201 {
202         {'1', 1, IT_AXE, STAT_SHELLS, 0},
203         {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
204         {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
205         {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
206         {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
207         {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
208         {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
209         {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
210         {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
211         {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
212         {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
213         {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
214         {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
215         {-1, 0, 0, 0, 0}
216 };
217 void IN_BestWeapon (void)
218 {
219         int i, n;
220         const char *s;
221         if (Cmd_Argc() != 2)
222         {
223                 Con_Printf("bestweapon requires 1 parameter\n");
224                 return;
225         }
226         s = Cmd_Argv(1);
227         for (i = 0;s[i];i++)
228         {
229                 // figure out which weapon this character refers to
230                 for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
231                 {
232                         if (in_bestweapon_info[n][0] == s[i])
233                         {
234                                 // we found out what weapon this character refers to
235                                 // check if the inventory contains the weapon and enough ammo
236                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
237                                 {
238                                         // we found one of the weapons the player wanted
239                                         // send an impulse to switch to it
240                                         in_impulse = in_bestweapon_info[n][1];
241                                         return;
242                                 }
243                                 break;
244                         }
245                 }
246                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
247         }
248         // if we couldn't find any of the weapons, there's nothing more we can do...
249 }
250
251 /*
252 ===============
253 CL_KeyState
254
255 Returns 0.25 if a key was pressed and released during the frame,
256 0.5 if it was pressed and held
257 0 if held then released, and
258 1.0 if held for the entire time
259 ===============
260 */
261 float CL_KeyState (kbutton_t *key)
262 {
263         float           val;
264         qboolean        impulsedown, impulseup, down;
265
266         impulsedown = key->state & 2;
267         impulseup = key->state & 4;
268         down = key->state & 1;
269         val = 0;
270
271         if (impulsedown && !impulseup)
272         {
273                 if (down)
274                         val = 0.5;      // pressed and held this frame
275                 else
276                         val = 0;        //      I_Error ();
277         }
278         if (impulseup && !impulsedown)
279         {
280                 if (down)
281                         val = 0;        //      I_Error ();
282                 else
283                         val = 0;        // released this frame
284         }
285         if (!impulsedown && !impulseup)
286         {
287                 if (down)
288                         val = 1.0;      // held the entire frame
289                 else
290                         val = 0;        // up the entire frame
291         }
292         if (impulsedown && impulseup)
293         {
294                 if (down)
295                         val = 0.75;     // released and re-pressed this frame
296                 else
297                         val = 0.25;     // pressed and released this frame
298         }
299
300         key->state &= 1;                // clear impulses
301
302         return val;
303 }
304
305
306
307
308 //==========================================================================
309
310 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
311 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
312 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
313 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
314
315 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
316
317 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
318 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
319
320 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
321
322 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
323 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
324 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
325 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)"};
326 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
327 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
328 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)"};
329 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
330 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
331 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"};
332 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-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"};
333 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)"};
334 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)"};
335 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
336 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
337 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
338
339 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
340 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
341
342 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
343
344 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
345 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "4", "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)"};
346
347 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
348
349
350 /*
351 ================
352 CL_AdjustAngles
353
354 Moves the local angle positions
355 ================
356 */
357 void CL_AdjustAngles (void)
358 {
359         float   speed;
360         float   up, down;
361
362         if (in_speed.state & 1)
363                 speed = cl.realframetime * cl_anglespeedkey.value;
364         else
365                 speed = cl.realframetime;
366
367         if (!(in_strafe.state & 1))
368         {
369                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
370                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
371         }
372         if (in_klook.state & 1)
373         {
374                 V_StopPitchDrift ();
375                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
376                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
377         }
378
379         up = CL_KeyState (&in_lookup);
380         down = CL_KeyState(&in_lookdown);
381
382         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
383         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
384
385         if (up || down)
386                 V_StopPitchDrift ();
387
388         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
389         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
390         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
391         if (cl.viewangles[YAW] >= 180)
392                 cl.viewangles[YAW] -= 360;
393         if (cl.viewangles[PITCH] >= 180)
394                 cl.viewangles[PITCH] -= 360;
395         if (cl.viewangles[ROLL] >= 180)
396                 cl.viewangles[ROLL] -= 360;
397
398         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
399         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
400 }
401
402 qboolean cl_ignoremousemove = false;
403
404 /*
405 ================
406 CL_Input
407
408 Send the intended movement message to the server
409 ================
410 */
411 void CL_Input (void)
412 {
413         float mx, my;
414         static float old_mouse_x = 0, old_mouse_y = 0;
415
416         // clamp before the move to prevent starting with bad angles
417         CL_AdjustAngles ();
418
419         // reset some of the command fields
420         cl.cmd.forwardmove = 0;
421         cl.cmd.sidemove = 0;
422         cl.cmd.upmove = 0;
423
424         // get basic movement from keyboard
425         if (in_strafe.state & 1)
426         {
427                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
428                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
429         }
430
431         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
432         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
433
434         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
435         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
436
437         if (! (in_klook.state & 1) )
438         {
439                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
440                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
441         }
442
443         // adjust for speed key
444         if (in_speed.state & 1)
445         {
446                 cl.cmd.forwardmove *= cl_movespeedkey.value;
447                 cl.cmd.sidemove *= cl_movespeedkey.value;
448                 cl.cmd.upmove *= cl_movespeedkey.value;
449         }
450
451         in_mouse_x = 0;
452         in_mouse_y = 0;
453
454         // allow mice or other external controllers to add to the move
455         IN_Move ();
456
457         // ignore a mouse move if mouse was activated/deactivated this frame
458         if (cl_ignoremousemove)
459         {
460                 cl_ignoremousemove = false;
461                 in_mouse_x = 0;
462                 in_mouse_y = 0;
463         }
464
465         // apply m_filter if it is on
466         mx = in_mouse_x;
467         my = in_mouse_y;
468         if (m_filter.integer)
469         {
470                 in_mouse_x = (mx + old_mouse_x) * 0.5;
471                 in_mouse_y = (my + old_mouse_y) * 0.5;
472         }
473         old_mouse_x = mx;
474         old_mouse_y = my;
475
476         // if not in menu, apply mouse move to viewangles/movement
477         if (!cl.csqc_wantsmousemove && in_client_mouse)
478         {
479                 if (cl_prydoncursor.integer)
480                 {
481                         // mouse interacting with the scene, mostly stationary view
482                         V_StopPitchDrift();
483                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
484                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
485                 }
486                 else if (in_strafe.state & 1)
487                 {
488                         // strafing mode, all looking is movement
489                         V_StopPitchDrift();
490                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
491                         if (noclip_anglehack)
492                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
493                         else
494                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
495                 }
496                 else if ((in_mlook.state & 1) || freelook.integer)
497                 {
498                         // mouselook, lookstrafe causes turning to become strafing
499                         V_StopPitchDrift();
500                         if (lookstrafe.integer)
501                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
502                         else
503                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
504                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
505                 }
506                 else
507                 {
508                         // non-mouselook, yaw turning and forward/back movement
509                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
510                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
511                 }
512         }
513
514         // clamp after the move to prevent rendering with bad angles
515         CL_AdjustAngles ();
516 }
517
518 #include "cl_collision.h"
519
520 void CL_UpdatePrydonCursor(void)
521 {
522         vec3_t temp;
523
524         if (!cl_prydoncursor.integer)
525                 VectorClear(cl.cmd.cursor_screen);
526
527         /*
528         if (cl.cmd.cursor_screen[0] < -1)
529         {
530                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
531                 cl.cmd.cursor_screen[0] = -1;
532         }
533         if (cl.cmd.cursor_screen[0] > 1)
534         {
535                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
536                 cl.cmd.cursor_screen[0] = 1;
537         }
538         if (cl.cmd.cursor_screen[1] < -1)
539         {
540                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
541                 cl.cmd.cursor_screen[1] = -1;
542         }
543         if (cl.cmd.cursor_screen[1] > 1)
544         {
545                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
546                 cl.cmd.cursor_screen[1] = 1;
547         }
548         */
549         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
550         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
551         cl.cmd.cursor_screen[2] = 1;
552
553         // calculate current view matrix
554         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
555         // calculate direction vector of cursor in viewspace by using frustum slopes
556         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
557         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
558         // trace from view origin to the cursor
559         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);
560 }
561
562 void CL_ClientMovement_InputQW(void)
563 {
564         int i;
565         int n;
566         // if time has not advanced, do nothing
567         if (cl.movecmd[0].time <= cl.movecmd[1].time)
568                 return;
569         // remove stale queue items
570         n = cl.movement_numqueue;
571         cl.movement_numqueue = 0;
572         for (i = 0;i < n;i++)
573         {
574                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
575                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
576                 else if (i == 0)
577                         cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
578         }
579         // add to input queue if there is room
580         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
581         {
582                 // add to input queue
583                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
584                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
585                 cl.movement_queue[cl.movement_numqueue].frametime = cl.cmd.msec / 1000.0;
586                 VectorCopy(cl.cmd.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
587                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
588                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
589                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
590                 cl.movement_queue[cl.movement_numqueue].jump = (cl.cmd.buttons & 2) != 0;
591                 cl.movement_queue[cl.movement_numqueue].crouch = false;
592                 cl.movement_numqueue++;
593         }
594
595         cl.movement_replay = true;
596 }
597
598 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
599 {
600         int i;
601         int n;
602         // if time has not advanced, do nothing
603         if (cl.movecmd[0].time <= cl.movecmd[1].time)
604                 return;
605         // remove stale queue items
606         n = cl.movement_numqueue;
607         cl.movement_numqueue = 0;
608         if (cls.servermovesequence)
609         {
610                 for (i = 0;i < n;i++)
611                 {
612                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
613                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
614                         else if (i == 0)
615                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
616                 }
617         }
618         // add to input queue if there is room
619         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
620         {
621                 // add to input queue
622                 cl.movement_queue[cl.movement_numqueue].sequence = cls.movesequence;
623                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
624                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.movecmd[0].time - cl.movecmd[1].time, 0.1);
625                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
626                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
627                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
628                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
629                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
630                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
631                 cl.movement_numqueue++;
632         }
633
634         cl.movement_replay = true;
635 }
636
637 typedef enum waterlevel_e
638 {
639         WATERLEVEL_NONE,
640         WATERLEVEL_WETFEET,
641         WATERLEVEL_SWIMMING,
642         WATERLEVEL_SUBMERGED
643 }
644 waterlevel_t;
645
646 typedef struct cl_clientmovement_state_s
647 {
648         // position
649         vec3_t origin;
650         vec3_t velocity;
651         // current bounding box (different if crouched vs standing)
652         vec3_t mins;
653         vec3_t maxs;
654         // currently on the ground
655         qboolean onground;
656         // currently crouching
657         qboolean crouched;
658         // whether jump button has been released since last jump
659         qboolean canjump;
660         // what kind of water (SUPERCONTENTS_LAVA for instance)
661         int watertype;
662         // how deep
663         waterlevel_t waterlevel;
664         // weird hacks when jumping out of water
665         // (this is in seconds and counts down to 0)
666         float waterjumptime;
667
668         // movement parameters for physics code
669         float movevars_gravity;
670         float movevars_stopspeed;
671         float movevars_maxspeed;
672         float movevars_spectatormaxspeed;
673         float movevars_accelerate;
674         float movevars_airaccelerate;
675         float movevars_wateraccelerate;
676         float movevars_friction;
677         float movevars_waterfriction;
678         float movevars_entgravity;
679         float movevars_jumpvelocity;
680         float movevars_edgefriction;
681         float movevars_maxairspeed;
682         float movevars_stepheight;
683         float movevars_airaccel_qw;
684         float movevars_airaccel_sideways_friction;
685
686         // user command
687         client_movementqueue_t q;
688 }
689 cl_clientmovement_state_t;
690
691 #define NUMOFFSETS 27
692 static vec3_t offsets[NUMOFFSETS] =
693 {
694 // 1 no nudge (just return the original if this test passes)
695         { 0.000,  0.000,  0.000},
696 // 6 simple nudges
697         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
698         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
699         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
700 // 4 diagonal flat nudges
701         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
702         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
703 // 8 diagonal upward nudges
704         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
705         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
706         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
707         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
708 // 8 diagonal downward nudges
709         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
710         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
711         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
712         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
713 };
714
715 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
716 {
717         int i;
718         vec3_t neworigin;
719         for (i = 0;i < NUMOFFSETS;i++)
720         {
721                 VectorAdd(offsets[i], s->origin, neworigin);
722                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
723                 {
724                         VectorCopy(neworigin, s->origin);
725                         return true;
726                 }
727         }
728         // if all offsets failed, give up
729         return false;
730 }
731
732 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
733 {
734         vec3_t origin1, origin2;
735         trace_t trace;
736
737         // make sure player is not stuck
738         CL_ClientMovement_Unstick(s);
739
740         // set crouched
741         if (s->q.crouch)
742         {
743                 // wants to crouch, this always works..
744                 if (!s->crouched)
745                         s->crouched = true;
746         }
747         else
748         {
749                 // wants to stand, if currently crouching we need to check for a
750                 // low ceiling first
751                 if (s->crouched)
752                 {
753                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
754                         if (!trace.startsolid)
755                                 s->crouched = false;
756                 }
757         }
758         if (s->crouched)
759         {
760                 VectorCopy(cl.playercrouchmins, s->mins);
761                 VectorCopy(cl.playercrouchmaxs, s->maxs);
762         }
763         else
764         {
765                 VectorCopy(cl.playerstandmins, s->mins);
766                 VectorCopy(cl.playerstandmaxs, s->maxs);
767         }
768
769         // set onground
770         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
771         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
772         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
773         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
774
775         // set watertype/waterlevel
776         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
777         s->waterlevel = WATERLEVEL_NONE;
778         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
779         if (s->watertype)
780         {
781                 s->waterlevel = WATERLEVEL_WETFEET;
782                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
783                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
784                 {
785                         s->waterlevel = WATERLEVEL_SWIMMING;
786                         origin1[2] = s->origin[2] + 22;
787                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
788                                 s->waterlevel = WATERLEVEL_SUBMERGED;
789                 }
790         }
791
792         // water jump prediction
793         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
794                 s->waterjumptime = 0;
795 }
796
797 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
798 {
799         int bump;
800         double t;
801         vec_t f;
802         vec3_t neworigin;
803         vec3_t currentorigin2;
804         vec3_t neworigin2;
805         vec3_t primalvelocity;
806         trace_t trace;
807         trace_t trace2;
808         trace_t trace3;
809         CL_ClientMovement_UpdateStatus(s);
810         VectorCopy(s->velocity, primalvelocity);
811         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
812         {
813                 VectorMA(s->origin, t, s->velocity, neworigin);
814                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
815                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
816                 {
817                         // may be a step or wall, try stepping up
818                         // first move forward at a higher level
819                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
820                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
821                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
822                         if (!trace2.startsolid)
823                         {
824                                 // then move down from there
825                                 VectorCopy(trace2.endpos, currentorigin2);
826                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
827                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828                                 //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]);
829                                 // accept the new trace if it made some progress
830                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
831                                 {
832                                         trace = trace2;
833                                         VectorCopy(trace3.endpos, trace.endpos);
834                                 }
835                         }
836                 }
837
838                 // check if it moved at all
839                 if (trace.fraction >= 0.001)
840                         VectorCopy(trace.endpos, s->origin);
841
842                 // check if it moved all the way
843                 if (trace.fraction == 1)
844                         break;
845
846                 //if (trace.plane.normal[2] > 0.7)
847                 //      s->onground = true;
848
849                 t -= t * trace.fraction;
850
851                 f = DotProduct(s->velocity, trace.plane.normal);
852                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
853         }
854         if (s->waterjumptime > 0)
855                 VectorCopy(primalvelocity, s->velocity);
856 }
857
858
859 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
860 {
861         vec_t wishspeed;
862         vec_t f;
863         vec3_t wishvel;
864         vec3_t wishdir;
865
866         // water jump only in certain situations
867         // this mimics quakeworld code
868         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
869         {
870                 vec3_t forward;
871                 vec3_t yawangles;
872                 vec3_t spot;
873                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
874                 AngleVectors(yawangles, forward, NULL, NULL);
875                 VectorMA(s->origin, 24, forward, spot);
876                 spot[2] += 8;
877                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
878                 {
879                         spot[2] += 24;
880                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
881                         {
882                                 VectorScale(forward, 50, s->velocity);
883                                 s->velocity[2] = 310;
884                                 s->waterjumptime = 2;
885                                 s->onground = false;
886                                 s->canjump = false;
887                         }
888                 }
889         }
890
891         if (!VectorLength2(s->q.move))
892         {
893                 // drift towards bottom
894                 VectorSet(wishvel, 0, 0, -60);
895         }
896         else
897         {
898                 // swim
899                 vec3_t forward;
900                 vec3_t right;
901                 vec3_t up;
902                 // calculate movement vector
903                 AngleVectors(s->q.viewangles, forward, right, up);
904                 VectorSet(up, 0, 0, 1);
905                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
906         }
907
908         // split wishvel into wishspeed and wishdir
909         wishspeed = VectorLength(wishvel);
910         if (wishspeed)
911                 VectorScale(wishvel, 1 / wishspeed, wishdir);
912         else
913                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
914         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
915
916         if (s->crouched)
917                 wishspeed *= 0.5;
918
919         if (s->waterjumptime <= 0)
920         {
921                 // water friction
922                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
923                 f = bound(0, f, 1);
924                 VectorScale(s->velocity, f, s->velocity);
925
926                 // water acceleration
927                 f = wishspeed - DotProduct(s->velocity, wishdir);
928                 if (f > 0)
929                 {
930                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
931                         VectorMA(s->velocity, f, wishdir, s->velocity);
932                 }
933
934                 // holding jump button swims upward slowly
935                 if (s->q.jump)
936                 {
937                         if (s->watertype & SUPERCONTENTS_LAVA)
938                                 s->velocity[2] =  50;
939                         else if (s->watertype & SUPERCONTENTS_SLIME)
940                                 s->velocity[2] =  80;
941                         else
942                         {
943                                 if (gamemode == GAME_NEXUIZ)
944                                         s->velocity[2] = 200;
945                                 else
946                                         s->velocity[2] = 100;
947                         }
948                 }
949         }
950
951         CL_ClientMovement_Move(s);
952 }
953
954 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
955 {
956         vec_t friction;
957         vec_t wishspeed;
958         vec_t addspeed;
959         vec_t accelspeed;
960         vec_t f;
961         vec3_t forward;
962         vec3_t right;
963         vec3_t up;
964         vec3_t wishvel;
965         vec3_t wishdir;
966         vec3_t yawangles;
967         trace_t trace;
968
969         // jump if on ground with jump button pressed but only if it has been
970         // released at least once since the last jump
971         if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
972         {
973                 s->velocity[2] += s->movevars_jumpvelocity;
974                 s->onground = false;
975                 s->canjump = false;
976         }
977
978         // calculate movement vector
979         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
980         AngleVectors(yawangles, forward, right, up);
981         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
982
983         // split wishvel into wishspeed and wishdir
984         wishspeed = VectorLength(wishvel);
985         if (wishspeed)
986                 VectorScale(wishvel, 1 / wishspeed, wishdir);
987         else
988                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
989         wishspeed = min(wishspeed, s->movevars_maxspeed);
990         if (s->crouched)
991                 wishspeed *= 0.5;
992
993         // check if onground
994         if (s->onground)
995         {
996                 // apply edge friction
997                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
998                 friction = s->movevars_friction;
999                 if (f > 0 && s->movevars_edgefriction != 1)
1000                 {
1001                         vec3_t neworigin2;
1002                         vec3_t neworigin3;
1003                         // note: QW uses the full player box for the trace, and yet still
1004                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1005                         // this mimics it for compatibility
1006                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1007                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1008                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1009                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1010                         else
1011                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1012                         if (trace.fraction == 1 && !trace.startsolid)
1013                                 friction *= s->movevars_edgefriction;
1014                 }
1015                 // apply ground friction
1016                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1017                 f = max(f, 0);
1018                 VectorScale(s->velocity, f, s->velocity);
1019                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1020                 if (addspeed > 0)
1021                 {
1022                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1023                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1024                 }
1025                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1026                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1027                         s->velocity[2] = 0;
1028                 if (VectorLength2(s->velocity))
1029                         CL_ClientMovement_Move(s);
1030         }
1031         else
1032         {
1033                 if (s->waterjumptime <= 0)
1034                 {
1035                         vec_t f;
1036                         vec_t vel_straight;
1037                         vec_t vel_z;
1038                         vec3_t vel_perpend;
1039
1040                         // apply air speed limit
1041                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1042
1043                         /*
1044                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1045                         if (addspeed > 0)
1046                         {
1047                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1048                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1049                         }
1050                         */
1051
1052                         vel_straight = DotProduct(s->velocity, wishdir);
1053                         vel_z = s->velocity[2];
1054                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1055                         vel_perpend[2] -= vel_z;
1056
1057                         f = wishspeed - vel_straight;
1058                         if(f > 0)
1059                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1060                         if(wishspeed > 0)
1061                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1062
1063                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1064
1065                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1066                         s->velocity[2] += vel_z;
1067                 }
1068                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1069                 CL_ClientMovement_Move(s);
1070         }
1071 }
1072
1073 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1074 {
1075         //Con_Printf(" %f", frametime);
1076         if (!s->q.jump)
1077                 s->canjump = true;
1078         s->waterjumptime -= s->q.frametime;
1079         CL_ClientMovement_UpdateStatus(s);
1080         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1081                 CL_ClientMovement_Physics_Swim(s);
1082         else
1083                 CL_ClientMovement_Physics_Walk(s);
1084 }
1085
1086 void CL_ClientMovement_Replay(void)
1087 {
1088         int i;
1089         cl_clientmovement_state_t s;
1090
1091         // set up starting state for the series of moves
1092         memset(&s, 0, sizeof(s));
1093         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1094         VectorCopy(cl.mvelocity[0], s.velocity);
1095         s.crouched = true; // will be updated on first move
1096         s.canjump = cl.movement_replay_canjump;
1097         //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]);
1098
1099         // set up movement variables
1100         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1101         {
1102                 s.movevars_gravity = cl.qw_movevars_gravity;
1103                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1104                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1105                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1106                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1107                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1108                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1109                 s.movevars_friction = cl.qw_movevars_friction;
1110                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1111                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1112                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1113                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1114                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1115                 s.movevars_stepheight = cl_movement_stepheight.value;
1116                 s.movevars_airaccel_qw = 1.0;
1117                 s.movevars_airaccel_sideways_friction = 0.0;
1118         }
1119         else
1120         {
1121                 s.movevars_gravity = sv_gravity.value;
1122                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1123                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1124                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1125                 s.movevars_accelerate = cl_movement_accelerate.value;
1126                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1127                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1128                 s.movevars_friction = cl_movement_friction.value;
1129                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1130                 s.movevars_entgravity = 1;
1131                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1132                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1133                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1134                 s.movevars_stepheight = cl_movement_stepheight.value;
1135                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1136                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1137         }
1138
1139         cl.movement_predicted = cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1140         if (cl.movement_predicted)
1141         {
1142                 //Con_Printf("%f: ", cl.movecmd[0].time);
1143
1144                 // replay the input queue to predict current location
1145                 // note: this relies on the fact there's always one queue item at the end
1146
1147                 for (i = 0;i < cl.movement_numqueue;i++)
1148                 {
1149                         s.q = cl.movement_queue[i];
1150                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1151                         if (s.q.frametime > 0.05)
1152                         {
1153                                 s.q.frametime *= 0.5;
1154                                 CL_ClientMovement_PlayerMove(&s);
1155                         }
1156                         CL_ClientMovement_PlayerMove(&s);
1157                 }
1158         }
1159         else
1160         {
1161                 // get the first movement queue entry to know whether to crouch and such
1162                 s.q = cl.movement_queue[0];
1163         }
1164         CL_ClientMovement_UpdateStatus(&s);
1165
1166         if (cl.movement_replay)
1167         {
1168                 cl.movement_replay = false;
1169                 // update interpolation timestamps if time has passed
1170                 if (cl.movecmd[0].time != cl.movecmd[1].time)
1171                 {
1172                         cl.movement_time[1] = cl.movecmd[1].time;
1173                         cl.movement_time[0] = cl.movecmd[0].time;
1174                         cl.movement_time[2] = cl.time;
1175                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1176                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1177                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1178                 }
1179
1180                 // update the interpolation target position and velocity
1181                 VectorCopy(s.origin, cl.movement_origin);
1182                 VectorCopy(s.velocity, cl.movement_velocity);
1183         }
1184
1185         // update the onground flag if appropriate
1186         if (cl.movement_predicted)
1187         {
1188                 // when predicted we simply set the flag according to the UpdateStatus
1189                 cl.onground = s.onground;
1190         }
1191         else
1192         {
1193                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1194                 // an update packet is received, but can be forced on here to hide
1195                 // server inconsistencies in the onground flag
1196                 // (which mostly occur when stepping up stairs at very high framerates
1197                 //  where after the step up the move continues forward and not
1198                 //  downward so the ground is not detected)
1199                 //
1200                 // such onground inconsistencies can cause jittery gun bobbing and
1201                 // stair smoothing, so we set onground if UpdateStatus says so
1202                 if (s.onground)
1203                         cl.onground = true;
1204         }
1205
1206         // react to onground state changes (for gun bob)
1207         if (cl.onground)
1208         {
1209                 if (!cl.oldonground)
1210                         cl.hitgroundtime = cl.movecmd[0].time;
1211                 cl.lastongroundtime = cl.movecmd[0].time;
1212         }
1213         cl.oldonground = cl.onground;
1214 }
1215
1216 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1217 {
1218         int bits;
1219
1220         bits = 0;
1221         if (to->viewangles[0] != from->viewangles[0])
1222                 bits |= QW_CM_ANGLE1;
1223         if (to->viewangles[1] != from->viewangles[1])
1224                 bits |= QW_CM_ANGLE2;
1225         if (to->viewangles[2] != from->viewangles[2])
1226                 bits |= QW_CM_ANGLE3;
1227         if (to->forwardmove != from->forwardmove)
1228                 bits |= QW_CM_FORWARD;
1229         if (to->sidemove != from->sidemove)
1230                 bits |= QW_CM_SIDE;
1231         if (to->upmove != from->upmove)
1232                 bits |= QW_CM_UP;
1233         if (to->buttons != from->buttons)
1234                 bits |= QW_CM_BUTTONS;
1235         if (to->impulse != from->impulse)
1236                 bits |= QW_CM_IMPULSE;
1237
1238         MSG_WriteByte(buf, bits);
1239         if (bits & QW_CM_ANGLE1)
1240                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1241         if (bits & QW_CM_ANGLE2)
1242                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1243         if (bits & QW_CM_ANGLE3)
1244                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1245         if (bits & QW_CM_FORWARD)
1246                 MSG_WriteShort(buf, to->forwardmove);
1247         if (bits & QW_CM_SIDE)
1248                 MSG_WriteShort(buf, to->sidemove);
1249         if (bits & QW_CM_UP)
1250                 MSG_WriteShort(buf, to->upmove);
1251         if (bits & QW_CM_BUTTONS)
1252                 MSG_WriteByte(buf, to->buttons);
1253         if (bits & QW_CM_IMPULSE)
1254                 MSG_WriteByte(buf, to->impulse);
1255         MSG_WriteByte(buf, to->msec);
1256 }
1257
1258 /*
1259 ==============
1260 CL_SendMove
1261 ==============
1262 */
1263 usercmd_t nullcmd; // for delta compression of qw moves
1264 void CL_SendMove(void)
1265 {
1266         int i, j, packetloss, maxusercmds;
1267         int bits;
1268         sizebuf_t buf;
1269         unsigned char data[1024];
1270         static double lastsendtime = 0;
1271         double packettime;
1272         double msectime;
1273         static double oldmsectime;
1274
1275         // if playing a demo, do nothing
1276         if (!cls.netcon)
1277                 return;
1278
1279         // don't send too often or else network connections can get clogged by a high renderer framerate
1280         packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1281         // quakeworld servers take only frametimes
1282         // predicted dp7 servers take current interpolation time
1283         // unpredicted servers take an echo of the latest server timestamp
1284         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1285         {
1286                 if (realtime < lastsendtime + packettime)
1287                         return;
1288                 cl.cmd.time = realtime;
1289         }
1290         else if (cl.movement_predicted)
1291         {
1292                 if (realtime < lastsendtime + packettime)
1293                         return;
1294                 cl.cmd.time = cl.time;
1295         }
1296         else
1297         {
1298                 // unpredicted movement should be sent immediately whenever a server
1299                 // packet is received, to minimize ping times
1300                 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1301                         return;
1302                 cl.cmd.time = cl.mtime[0];
1303         }
1304         // don't let it fall behind if CL_SendMove hasn't been called recently
1305         // (such is the case when framerate is too low for instance)
1306         lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1307         // set the flag indicating that we sent a packet recently
1308         cl.movement_needupdate = false;
1309
1310
1311         buf.maxsize = sizeof(data);
1312         buf.cursize = 0;
1313         buf.data = data;
1314
1315         // conditions for sending a move:
1316         // if the move advances time or if the game is paused (in which case time
1317         // is not advancing)
1318         if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
1319         {
1320                 // send the movement message
1321                 // PROTOCOL_QUAKE        clc_move = 16 bytes total
1322                 // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1323                 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1324                 // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1325                 // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1326                 // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1327                 // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1328                 // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1329                 // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1330                 // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1331                 // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1332
1333                 // set button bits
1334                 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1335                 bits = 0;
1336                 if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1337                 if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1338                 if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1339                 if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1340                 if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1341                 if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1342                 if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1343                 if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1344                 if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1345                 if (key_dest != key_game || key_consoleactive) bits |= 512;
1346                 if (cl_prydoncursor.integer) bits |= 1024;
1347                 if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1348                 if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1349                 if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1350                 if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1351                 if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1352                 if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1353                 if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1354                 if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1355                 // button bits 19-31 unused currently
1356                 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1357                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1358                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1359                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1360                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1361                 cl.cmd.buttons = bits;
1362
1363                 // set impulse
1364                 cl.cmd.impulse = in_impulse;
1365                 in_impulse = 0;
1366
1367                 // movement is set by input code (forwardmove/sidemove/upmove)
1368
1369                 // set viewangles
1370                 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1371
1372                 msectime = floor(cl.cmd.time * 1000);
1373                 cl.cmd.msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1374                 // ridiculous value rejection (matches qw)
1375                 if (cl.cmd.msec > 250)
1376                         cl.cmd.msec = 100;
1377                 oldmsectime = msectime;
1378
1379                 cls.movesequence++;
1380                 if (cl_movement.integer)
1381                         cl.cmd.sequence = cls.movesequence;
1382                 else
1383                         cl.cmd.sequence = 0;
1384
1385                 // set prydon cursor info
1386                 CL_UpdatePrydonCursor();
1387
1388                 // always dump the first two messages, because they may contain leftover inputs from the last level
1389                 if (cls.movesequence > 2)
1390                 {
1391                         // update the cl.movecmd array which holds the most recent moves
1392                         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1393                                 cl.movecmd[i] = cl.movecmd[i-1];
1394                         cl.movecmd[0] = cl.cmd;
1395
1396                         // set the maxusercmds variable to limit how many should be sent
1397                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1398                         {
1399                                 // qw uses exactly 3 moves
1400                                 maxusercmds = 3;
1401                         }
1402                         else
1403                         {
1404                                 // configurable number of unacknowledged moves
1405                                 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1406                                 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1407                                 if (!cl.movement_predicted)
1408                                         maxusercmds = 1;
1409                         }
1410
1411                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1412                         {
1413                                 int checksumindex;
1414
1415                                 CL_ClientMovement_InputQW();
1416
1417                                 MSG_WriteByte(&buf, qw_clc_move);
1418                                 // save the position for a checksum byte
1419                                 checksumindex = buf.cursize;
1420                                 MSG_WriteByte(&buf, 0);
1421                                 // packet loss percentage
1422                                 for (j = 0, packetloss = 0;j < 100;j++)
1423                                         packetloss += cls.netcon->packetlost[j];
1424                                 MSG_WriteByte(&buf, packetloss);
1425                                 // write most recent 3 moves
1426                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1427                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1428                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1429                                 // calculate the checksum
1430                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1431                                 // if delta compression history overflows, request no delta
1432                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1433                                         cl.qw_validsequence = 0;
1434                                 // request delta compression if appropriate
1435                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1436                                 {
1437                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1438                                         MSG_WriteByte(&buf, qw_clc_delta);
1439                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1440                                 }
1441                                 else
1442                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1443                         }
1444                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1445                         {
1446                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1447
1448                                 // 5 bytes
1449                                 MSG_WriteByte (&buf, clc_move);
1450                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1451                                 // 3 bytes
1452                                 for (i = 0;i < 3;i++)
1453                                         MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1454                                 // 6 bytes
1455                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1456                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1457                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1458                                 // 2 bytes
1459                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1460                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1461                         }
1462                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1463                         {
1464                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1465
1466                                 // 5 bytes
1467                                 MSG_WriteByte (&buf, clc_move);
1468                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1469                                 // 12 bytes
1470                                 for (i = 0;i < 3;i++)
1471                                         MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1472                                 // 6 bytes
1473                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1474                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1475                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1476                                 // 2 bytes
1477                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1478                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1479                         }
1480                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1481                         {
1482                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1483
1484                                 // 5 bytes
1485                                 MSG_WriteByte (&buf, clc_move);
1486                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1487                                 // 6 bytes
1488                                 for (i = 0;i < 3;i++)
1489                                         MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1490                                 // 6 bytes
1491                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1492                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1493                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1494                                 // 2 bytes
1495                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1496                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1497                         }
1498                         else
1499                         {
1500                                 usercmd_t *cmd;
1501                                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1502                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1503
1504                                 // send the latest moves in order, the old ones will be
1505                                 // ignored by the server harmlessly, however if the previous
1506                                 // packets were lost these moves will be used
1507                                 //
1508                                 // this reduces packet loss impact on gameplay.
1509                                 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1510                                 {
1511                                         // don't repeat any stale moves
1512                                         if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1513                                                 continue;
1514                                         // 5/9 bytes
1515                                         MSG_WriteByte (&buf, clc_move);
1516                                         if (cls.protocol != PROTOCOL_DARKPLACES6)
1517                                                 MSG_WriteLong (&buf, cmd->sequence);
1518                                         MSG_WriteFloat (&buf, cmd->time); // last server packet time
1519                                         // 6 bytes
1520                                         for (i = 0;i < 3;i++)
1521                                                 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1522                                         // 6 bytes
1523                                         MSG_WriteCoord16i (&buf, cmd->forwardmove);
1524                                         MSG_WriteCoord16i (&buf, cmd->sidemove);
1525                                         MSG_WriteCoord16i (&buf, cmd->upmove);
1526                                         // 5 bytes
1527                                         MSG_WriteLong (&buf, cmd->buttons);
1528                                         MSG_WriteByte (&buf, cmd->impulse);
1529                                         // PRYDON_CLIENTCURSOR
1530                                         // 30 bytes
1531                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1532                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1533                                         MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1534                                         MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1535                                         MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1536                                         MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1537                                         MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1538                                         MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1539                                         MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1540                                 }
1541                         }
1542                 }
1543         }
1544
1545         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1546         {
1547                 // ack the last few frame numbers
1548                 // (redundent to improve handling of client->server packet loss)
1549                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1550                 for (i = 0;i < LATESTFRAMENUMS;i++)
1551                 {
1552                         if (cl.latestframenums[i] > 0)
1553                         {
1554                                 if (developer_networkentities.integer >= 1)
1555                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1556                                 MSG_WriteByte(&buf, clc_ackframe);
1557                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1558                         }
1559                 }
1560         }
1561
1562         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1563         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1564
1565         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1566         {
1567                 // acknowledge any recently received data blocks
1568                 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1569                 {
1570                         MSG_WriteByte(&buf, clc_ackdownloaddata);
1571                         MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1572                         MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1573                         cls.dp_downloadack[i].start = 0;
1574                         cls.dp_downloadack[i].size = 0;
1575                 }
1576         }
1577
1578         // send the reliable message (forwarded commands) if there is one
1579         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1580
1581         if (cls.netcon->message.overflowed)
1582         {
1583                 Con_Print("CL_SendMove: lost server connection\n");
1584                 CL_Disconnect();
1585                 Host_ShutdownServer();
1586         }
1587 }
1588
1589 /*
1590 ============
1591 CL_InitInput
1592 ============
1593 */
1594 void CL_InitInput (void)
1595 {
1596         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1597         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1598         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1599         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1600         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1601         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1602         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1603         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1604         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1605         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1606         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1607         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1608         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1609         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1610         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1611         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1612         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1613         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1614         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1615         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1616         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1617         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1618         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1619         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1620         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1621         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1622         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1623         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1624         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1625         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1626         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1627         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1628         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1629
1630         // LordHavoc: added use button
1631         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1632         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1633
1634         // LordHavoc: added 6 new buttons
1635         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1636         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1637         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1638         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1639         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1640         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1641         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1642         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1643         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1644         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1645         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1646         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1647         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1648         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1649         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1650         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1651         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1652         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1653         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1654         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1655         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1656         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1657         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1658         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1659         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1660         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1661         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1662         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1663
1664         // LordHavoc: added bestweapon command
1665         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
1666
1667         Cvar_RegisterVariable(&cl_movement);
1668         Cvar_RegisterVariable(&cl_movement_maxspeed);
1669         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1670         Cvar_RegisterVariable(&cl_movement_stopspeed);
1671         Cvar_RegisterVariable(&cl_movement_friction);
1672         Cvar_RegisterVariable(&cl_movement_edgefriction);
1673         Cvar_RegisterVariable(&cl_movement_stepheight);
1674         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1675         Cvar_RegisterVariable(&cl_movement_accelerate);
1676         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1677         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1678         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1679         Cvar_RegisterVariable(&cl_gravity);
1680         Cvar_RegisterVariable(&cl_slowmo);
1681
1682         Cvar_RegisterVariable(&in_pitch_min);
1683         Cvar_RegisterVariable(&in_pitch_max);
1684         Cvar_RegisterVariable(&m_filter);
1685
1686         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1687         Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1688
1689         Cvar_RegisterVariable(&cl_nodelta);
1690 }
1691