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[divverent/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
27 /*
28 ===============================================================================
29
30 KEY BUTTONS
31
32 Continuous button event tracking is complicated by the fact that two different
33 input sources (say, mouse button 1 and the control key) can both press the
34 same button, but the button should only be released when both of the
35 pressing key have been released.
36
37 When a key event issues a button command (+forward, +attack, etc), it appends
38 its key number as a parameter to the command so it can be matched up with
39 the release.
40
41 state bit 0 is the current state of the key
42 state bit 1 is edge triggered on the up to down transition
43 state bit 2 is edge triggered on the down to up transition
44
45 ===============================================================================
46 */
47
48
49 kbutton_t       in_mlook, in_klook;
50 kbutton_t       in_left, in_right, in_forward, in_back;
51 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
52 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
53 kbutton_t       in_up, in_down;
54 // LordHavoc: added 6 new buttons
55 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
56
57 int                     in_impulse;
58
59 extern cvar_t sys_ticrate;
60
61
62 void KeyDown (kbutton_t *b)
63 {
64         int k;
65         const char *c;
66
67         c = Cmd_Argv(1);
68         if (c[0])
69                 k = atoi(c);
70         else
71                 k = -1;         // typed manually at the console for continuous down
72
73         if (k == b->down[0] || k == b->down[1])
74                 return;         // repeating key
75
76         if (!b->down[0])
77                 b->down[0] = k;
78         else if (!b->down[1])
79                 b->down[1] = k;
80         else
81         {
82                 Con_Print("Three keys down for a button!\n");
83                 return;
84         }
85
86         if (b->state & 1)
87                 return;         // still down
88         b->state |= 1 + 2;      // down + impulse down
89 }
90
91 void KeyUp (kbutton_t *b)
92 {
93         int k;
94         const char *c;
95
96         c = Cmd_Argv(1);
97         if (c[0])
98                 k = atoi(c);
99         else
100         { // typed manually at the console, assume for unsticking, so clear all
101                 b->down[0] = b->down[1] = 0;
102                 b->state = 4;   // impulse up
103                 return;
104         }
105
106         if (b->down[0] == k)
107                 b->down[0] = 0;
108         else if (b->down[1] == k)
109                 b->down[1] = 0;
110         else
111                 return;         // key up without coresponding down (menu pass through)
112         if (b->down[0] || b->down[1])
113                 return;         // some other key is still holding it down
114
115         if (!(b->state & 1))
116                 return;         // still up (this should not happen)
117         b->state &= ~1;         // now up
118         b->state |= 4;          // impulse up
119 }
120
121 void IN_KLookDown (void) {KeyDown(&in_klook);}
122 void IN_KLookUp (void) {KeyUp(&in_klook);}
123 void IN_MLookDown (void) {KeyDown(&in_mlook);}
124 void IN_MLookUp (void)
125 {
126         KeyUp(&in_mlook);
127         if ( !(in_mlook.state&1) && lookspring.value)
128                 V_StartPitchDrift();
129 }
130 void IN_UpDown(void) {KeyDown(&in_up);}
131 void IN_UpUp(void) {KeyUp(&in_up);}
132 void IN_DownDown(void) {KeyDown(&in_down);}
133 void IN_DownUp(void) {KeyUp(&in_down);}
134 void IN_LeftDown(void) {KeyDown(&in_left);}
135 void IN_LeftUp(void) {KeyUp(&in_left);}
136 void IN_RightDown(void) {KeyDown(&in_right);}
137 void IN_RightUp(void) {KeyUp(&in_right);}
138 void IN_ForwardDown(void) {KeyDown(&in_forward);}
139 void IN_ForwardUp(void) {KeyUp(&in_forward);}
140 void IN_BackDown(void) {KeyDown(&in_back);}
141 void IN_BackUp(void) {KeyUp(&in_back);}
142 void IN_LookupDown(void) {KeyDown(&in_lookup);}
143 void IN_LookupUp(void) {KeyUp(&in_lookup);}
144 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
145 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
146 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
147 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
148 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
149 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
150
151 void IN_SpeedDown(void) {KeyDown(&in_speed);}
152 void IN_SpeedUp(void) {KeyUp(&in_speed);}
153 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
154 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
155
156 void IN_AttackDown(void) {KeyDown(&in_attack);}
157 void IN_AttackUp(void) {KeyUp(&in_attack);}
158
159 void IN_UseDown(void) {KeyDown(&in_use);}
160 void IN_UseUp(void) {KeyUp(&in_use);}
161
162 // LordHavoc: added 6 new buttons
163 void IN_Button3Down(void) {KeyDown(&in_button3);}
164 void IN_Button3Up(void) {KeyUp(&in_button3);}
165 void IN_Button4Down(void) {KeyDown(&in_button4);}
166 void IN_Button4Up(void) {KeyUp(&in_button4);}
167 void IN_Button5Down(void) {KeyDown(&in_button5);}
168 void IN_Button5Up(void) {KeyUp(&in_button5);}
169 void IN_Button6Down(void) {KeyDown(&in_button6);}
170 void IN_Button6Up(void) {KeyUp(&in_button6);}
171 void IN_Button7Down(void) {KeyDown(&in_button7);}
172 void IN_Button7Up(void) {KeyUp(&in_button7);}
173 void IN_Button8Down(void) {KeyDown(&in_button8);}
174 void IN_Button8Up(void) {KeyUp(&in_button8);}
175
176 void IN_JumpDown (void) {KeyDown(&in_jump);}
177 void IN_JumpUp (void) {KeyUp(&in_jump);}
178
179 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
180
181 /*
182 ===============
183 CL_KeyState
184
185 Returns 0.25 if a key was pressed and released during the frame,
186 0.5 if it was pressed and held
187 0 if held then released, and
188 1.0 if held for the entire time
189 ===============
190 */
191 float CL_KeyState (kbutton_t *key)
192 {
193         float           val;
194         qboolean        impulsedown, impulseup, down;
195
196         impulsedown = key->state & 2;
197         impulseup = key->state & 4;
198         down = key->state & 1;
199         val = 0;
200
201         if (impulsedown && !impulseup)
202         {
203                 if (down)
204                         val = 0.5;      // pressed and held this frame
205                 else
206                         val = 0;        //      I_Error ();
207         }
208         if (impulseup && !impulsedown)
209         {
210                 if (down)
211                         val = 0;        //      I_Error ();
212                 else
213                         val = 0;        // released this frame
214         }
215         if (!impulsedown && !impulseup)
216         {
217                 if (down)
218                         val = 1.0;      // held the entire frame
219                 else
220                         val = 0;        // up the entire frame
221         }
222         if (impulsedown && impulseup)
223         {
224                 if (down)
225                         val = 0.75;     // released and re-pressed this frame
226                 else
227                         val = 0.25;     // pressed and released this frame
228         }
229
230         key->state &= 1;                // clear impulses
231
232         return val;
233 }
234
235
236
237
238 //==========================================================================
239
240 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
241 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
242 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
243 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
244
245 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
246
247 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
248 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
249
250 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
251
252 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
253 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
254 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
255 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
256 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
257 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
258 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
259 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
260 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
261 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
262 cvar_t cl_gravity = {0, "cl_gravity", "800"};
263 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
264
265 cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
266 cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
267
268 cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
269
270
271 /*
272 ================
273 CL_AdjustAngles
274
275 Moves the local angle positions
276 ================
277 */
278 void CL_AdjustAngles (void)
279 {
280         float   speed;
281         float   up, down;
282
283         if (in_speed.state & 1)
284                 speed = host_realframetime * cl_anglespeedkey.value;
285         else
286                 speed = host_realframetime;
287
288         if (!(in_strafe.state & 1))
289         {
290                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
291                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
292         }
293         if (in_klook.state & 1)
294         {
295                 V_StopPitchDrift ();
296                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
297                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
298         }
299
300         up = CL_KeyState (&in_lookup);
301         down = CL_KeyState(&in_lookdown);
302
303         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
304         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
305
306         if (up || down)
307                 V_StopPitchDrift ();
308
309         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
310         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
311         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
312         if (cl.viewangles[YAW] >= 180)
313                 cl.viewangles[YAW] -= 360;
314         if (cl.viewangles[PITCH] >= 180)
315                 cl.viewangles[PITCH] -= 360;
316         if (cl.viewangles[ROLL] >= 180)
317                 cl.viewangles[ROLL] -= 360;
318
319         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
320         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
321 }
322
323 qboolean cl_ignoremousemove = false;
324
325 /*
326 ================
327 CL_Move
328
329 Send the intended movement message to the server
330 ================
331 */
332 void CL_Move (void)
333 {
334         vec3_t temp;
335         float mx, my;
336         static float old_mouse_x = 0, old_mouse_y = 0;
337
338         // clamp before the move to prevent starting with bad angles
339         CL_AdjustAngles ();
340
341         // get basic movement from keyboard
342         // PRYDON_CLIENTCURSOR needs to survive basemove resets
343         VectorCopy (cl.cmd.cursor_screen, temp);
344         memset (&cl.cmd, 0, sizeof(cl.cmd));
345         VectorCopy (temp, cl.cmd.cursor_screen);
346
347         if (in_strafe.state & 1)
348         {
349                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
350                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
351         }
352
353         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
354         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
355
356         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
357         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
358
359         if (! (in_klook.state & 1) )
360         {
361                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
362                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
363         }
364
365         // adjust for speed key
366         if (in_speed.state & 1)
367         {
368                 cl.cmd.forwardmove *= cl_movespeedkey.value;
369                 cl.cmd.sidemove *= cl_movespeedkey.value;
370                 cl.cmd.upmove *= cl_movespeedkey.value;
371         }
372
373         in_mouse_x = 0;
374         in_mouse_y = 0;
375
376         // allow mice or other external controllers to add to the move
377         IN_Move ();
378
379         // ignore a mouse move if mouse was activated/deactivated this frame
380         if (cl_ignoremousemove)
381         {
382                 cl_ignoremousemove = false;
383                 in_mouse_x = 0;
384                 in_mouse_y = 0;
385         }
386
387         // apply m_filter if it is on
388         mx = in_mouse_x;
389         my = in_mouse_y;
390         if (m_filter.integer)
391         {
392                 in_mouse_x = (mx + old_mouse_x) * 0.5;
393                 in_mouse_y = (my + old_mouse_y) * 0.5;
394         }
395         old_mouse_x = mx;
396         old_mouse_y = my;
397
398         // if not in menu, apply mouse move to viewangles/movement
399         if (in_client_mouse)
400         {
401                 if (cl_prydoncursor.integer)
402                 {
403                         // mouse interacting with the scene, mostly stationary view
404                         V_StopPitchDrift();
405                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
406                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
407                 }
408                 else if (in_strafe.state & 1)
409                 {
410                         // strafing mode, all looking is movement
411                         V_StopPitchDrift();
412                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
413                         if (noclip_anglehack)
414                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
415                         else
416                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
417                 }
418                 else if ((in_mlook.state & 1) || freelook.integer)
419                 {
420                         // mouselook, lookstrafe causes turning to become strafing
421                         V_StopPitchDrift();
422                         if (lookstrafe.integer)
423                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
424                         else
425                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
426                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
427                 }
428                 else
429                 {
430                         // non-mouselook, yaw turning and forward/back movement
431                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
432                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
433                 }
434         }
435
436         // clamp after the move to prevent rendering with bad angles
437         CL_AdjustAngles ();
438 }
439
440 #include "cl_collision.h"
441
442 void CL_UpdatePrydonCursor(void)
443 {
444         vec3_t temp, scale;
445
446         if (!cl_prydoncursor.integer)
447                 VectorClear(cl.cmd.cursor_screen);
448
449         /*
450         if (cl.cmd.cursor_screen[0] < -1)
451         {
452                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
453                 cl.cmd.cursor_screen[0] = -1;
454         }
455         if (cl.cmd.cursor_screen[0] > 1)
456         {
457                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
458                 cl.cmd.cursor_screen[0] = 1;
459         }
460         if (cl.cmd.cursor_screen[1] < -1)
461         {
462                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
463                 cl.cmd.cursor_screen[1] = -1;
464         }
465         if (cl.cmd.cursor_screen[1] > 1)
466         {
467                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
468                 cl.cmd.cursor_screen[1] = 1;
469         }
470         */
471         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
472         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
473         cl.cmd.cursor_screen[2] = 1;
474
475         scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
476         scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
477         scale[2] = 1;
478
479         // trace distance
480         VectorScale(scale, 1000000, scale);
481
482         // FIXME: use something other than renderer variables here
483         // (but they need to match)
484         VectorCopy(r_vieworigin, cl.cmd.cursor_start);
485         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
486         Matrix4x4_Transform(&r_view_matrix, temp, cl.cmd.cursor_end);
487         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);
488         // makes sparks where cursor is
489         //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
490 }
491
492 void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
493 {
494         int i;
495         int n;
496         int bump;
497         int contents;
498         int crouch;
499         int onground;
500         double edgefriction;
501         double simulatedtime;
502         double frametime;
503         double t;
504         vec_t wishspeed;
505         vec_t addspeed;
506         vec_t accelspeed;
507         vec_t f;
508         vec_t *playermins;
509         vec_t *playermaxs;
510         vec3_t currentorigin;
511         vec3_t currentvelocity;
512         vec3_t forward;
513         vec3_t right;
514         vec3_t up;
515         vec3_t wishvel;
516         vec3_t wishdir;
517         vec3_t neworigin;
518         vec3_t currentorigin2;
519         vec3_t neworigin2;
520         vec3_t yawangles;
521         trace_t trace;
522         trace_t trace2;
523         trace_t trace3;
524         // remove stale queue items
525         n = cl.movement_numqueue;
526         cl.movement_numqueue = 0;
527         // calculate time to execute for
528         simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
529         for (i = 0;i < n;i++)
530                 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
531                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
532         // add to input queue if there is room
533         if (cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]) && cl.mtime[0] > cl.mtime[1])
534         {
535                 // add to input queue
536                 cl.movement_queue[cl.movement_numqueue].time = simulatedtime;
537                 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
538                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
539                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
540                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
541                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
542                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
543                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
544                 cl.movement_numqueue++;
545         }
546         // fetch current starting values
547         VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
548         VectorCopy(cl.mvelocity[0], currentvelocity);
549         // check if onground
550         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
551         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
552         trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
553         onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
554         // FIXME: try minor nudges in various directions if startsolid to find a
555         // safe place to start the walk (due to network compression in some
556         // protocols this starts in solid)
557         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
558         crouch = false; // this will be updated on first move
559         //Con_Printf("%f: ", cl.mtime[0]);
560         // replay input queue, and remove any stale queue items
561         // note: this relies on the fact there's always one queue item at the end
562         // abort if client movement is disabled
563         cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback;
564         if (!cl.movement)
565                 cl.movement_numqueue = 0;
566         for (i = 0;i < cl.movement_numqueue;i++)
567         {
568                 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
569                 frametime = q->frametime;
570                 //Con_Printf(" %f", frametime);
571                 //if (frametime > 0)
572                 {
573                         if (q->crouch)
574                         {
575                                 // wants to crouch, this always works...
576                                 if (!crouch)
577                                         crouch = true;
578                         }
579                         else
580                         {
581                                 // wants to stand, if currently crouching we need to check for a
582                                 // low ceiling first
583                                 if (crouch)
584                                 {
585                                         trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
586                                         if (!trace.startsolid)
587                                                 crouch = false;
588                                 }
589                         }
590                         if (crouch)
591                         {
592                                 playermins = cl_playercrouchmins;
593                                 playermaxs = cl_playercrouchmaxs;
594                         }
595                         else
596                         {
597                                 playermins = cl_playerstandmins;
598                                 playermaxs = cl_playerstandmaxs;
599                         }
600                         // change velocity according to q->viewangles and q->move
601                         contents = CL_PointSuperContents(currentorigin);
602                         if (contents & SUPERCONTENTS_LIQUIDSMASK)
603                         {
604                                 // swim
605                                 AngleVectors(q->viewangles, forward, right, up);
606                                 VectorSet(up, 0, 0, 1);
607                                 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
608                                 wishspeed = VectorLength(wishvel);
609                                 if (wishspeed)
610                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
611                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
612                                 if (crouch)
613                                         wishspeed *= 0.5;
614                                 wishspeed *= 0.6;
615                                 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
616                                 f = wishspeed - DotProduct(currentvelocity, wishdir);
617                                 if (f > 0)
618                                 {
619                                         f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
620                                         VectorMA(currentvelocity, f, wishdir, currentvelocity);
621                                 }
622                                 if (q->jump)
623                                 {
624                                         if (contents & SUPERCONTENTS_LAVA)
625                                                 currentvelocity[2] =  50;
626                                         else if (contents & SUPERCONTENTS_SLIME)
627                                                 currentvelocity[2] =  80;
628                                         else
629                                         {
630                                                 if (gamemode == GAME_NEXUIZ)
631                                                         currentvelocity[2] = 200;
632                                                 else
633                                                         currentvelocity[2] = 100;
634                                         }
635                                 }
636                         }
637                         else
638                         {
639                                 // walk
640                                 if (onground && q->jump)
641                                 {
642                                         currentvelocity[2] += cl_movement_jumpvelocity.value;
643                                         onground = false;
644                                 }
645                                 VectorSet(yawangles, 0, q->viewangles[1], 0);
646                                 AngleVectors(yawangles, forward, right, up);
647                                 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
648                                 wishspeed = VectorLength(wishvel);
649                                 if (wishspeed)
650                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
651                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
652                                 if (crouch)
653                                         wishspeed *= 0.5;
654                                 // check if onground
655                                 if (onground)
656                                 {
657                                         // apply ground friction
658                                         f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
659                                         edgefriction = 1;
660                                         if (f > 0)
661                                         {
662                                                 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
663                                                 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
664                                                 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
665                                                 if (trace.fraction == 1)
666                                                         edgefriction = cl_movement_edgefriction.value;
667                                         }
668                                         // apply friction
669                                         f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
670                                         f = max(f, 0);
671                                         VectorScale(currentvelocity, f, currentvelocity);
672                                 }
673                                 else
674                                 {
675                                         // apply air speed limit
676                                         wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
677                                 }
678                                 if (gamemode == GAME_NEXUIZ)
679                                         addspeed = wishspeed;
680                                 else
681                                         addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
682                                 if (addspeed > 0)
683                                 {
684                                         accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
685                                         VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
686                                 }
687                                 currentvelocity[2] -= cl_gravity.value * frametime;
688                         }
689                 }
690                 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
691                 {
692                         if (crouch)
693                         {
694                                 playermins = cl_playercrouchmins;
695                                 playermaxs = cl_playercrouchmaxs;
696                         }
697                         else
698                         {
699                                 playermins = cl_playerstandmins;
700                                 playermaxs = cl_playerstandmaxs;
701                         }
702                         for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
703                         {
704                                 VectorMA(currentorigin, t, currentvelocity, neworigin);
705                                 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
706                                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
707                                 {
708                                         // may be a step or wall, try stepping up
709                                         // first move forward at a higher level
710                                         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
711                                         VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
712                                         trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
713                                         // then move down from there
714                                         VectorCopy(trace2.endpos, currentorigin2);
715                                         VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
716                                         trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
717                                         //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]);
718                                         // accept the new trace if it made some progress
719                                         if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
720                                         {
721                                                 trace = trace2;
722                                                 VectorCopy(trace3.endpos, trace.endpos);
723                                         }
724                                 }
725                                 if (trace.fraction == 1)
726                                 {
727                                         VectorCopy(trace.endpos, currentorigin);
728                                         break;
729                                 }
730                                 if (trace.plane.normal[2] > 0.7)
731                                         onground = true;
732                                 t *= 1 - trace.fraction;
733                                 if (trace.fraction >= 0.001)
734                                         VectorCopy(trace.endpos, currentorigin);
735                                 f = DotProduct(currentvelocity, trace.plane.normal);
736                                 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
737                         }
738                 }
739         }
740         // store replay location
741         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
742         VectorCopy(currentorigin, cl.movement_origin);
743         VectorCopy(currentvelocity, cl.movement_velocity);
744         //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
745         //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
746 }
747
748 /*
749 ==============
750 CL_SendMove
751 ==============
752 */
753 void CL_SendMove(void)
754 {
755         int i;
756         int bits;
757         sizebuf_t buf;
758         qbyte data[128];
759 #define MOVEAVERAGING 0
760 #if MOVEAVERAGING
761         static float forwardmove, sidemove, upmove, total; // accumulation
762 #else
763         float forwardmove, sidemove, upmove;
764 #endif
765
766 #if MOVEAVERAGING
767         // accumulate changes between messages
768         forwardmove += cl.cmd.forwardmove;
769         sidemove += cl.cmd.sidemove;
770         upmove += cl.cmd.upmove;
771         total++;
772 #endif
773         if (cls.signon != SIGNONS)
774                 return;
775 #if MOVEAVERAGING
776         // average the accumulated changes
777         total = 1.0f / total;
778         forwardmove *= total;
779         sidemove *= total;
780         upmove *= total;
781         total = 0;
782 #else
783         // use the latest values
784         forwardmove = cl.cmd.forwardmove;
785         sidemove = cl.cmd.sidemove;
786         upmove = cl.cmd.upmove;
787 #endif
788
789         buf.maxsize = 128;
790         buf.cursize = 0;
791         buf.data = data;
792
793         // set button bits
794         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
795         bits = 0;
796         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
797         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
798         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
799         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
800         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
801         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
802         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
803         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
804         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
805         if (key_dest != key_game || key_consoleactive) bits |= 512;
806         if (cl_prydoncursor.integer) bits |= 1024;
807         // button bits 11-31 unused currently
808         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
809         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
810         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
811         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
812         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
813
814         // always dump the first two messages, because they may contain leftover inputs from the last level
815         if (++cl.movemessages >= 2)
816         {
817                 // send the movement message
818                 // PROTOCOL_QUAKE       clc_move = 16 bytes total
819                 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
820                 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
821                 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
822                 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
823                 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
824                 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
825                 // 5 bytes
826                 MSG_WriteByte (&buf, clc_move);
827                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
828                 if (cl.protocol == PROTOCOL_DARKPLACES6)
829                 {
830                         // 6 bytes
831                         for (i = 0;i < 3;i++)
832                                 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
833                         // 6 bytes
834                         MSG_WriteCoord16i (&buf, forwardmove);
835                         MSG_WriteCoord16i (&buf, sidemove);
836                         MSG_WriteCoord16i (&buf, upmove);
837                         // 5 bytes
838                         MSG_WriteLong (&buf, bits);
839                         MSG_WriteByte (&buf, in_impulse);
840                         // PRYDON_CLIENTCURSOR
841                         // 30 bytes
842                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
843                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
844                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
845                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
846                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
847                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
848                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
849                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
850                         MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
851                 }
852                 else
853                 {
854                         if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
855                         {
856                                 // 3 bytes
857                                 for (i = 0;i < 3;i++)
858                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
859                         }
860                         else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
861                         {
862                                 // 12 bytes
863                                 for (i = 0;i < 3;i++)
864                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
865                         }
866                         else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
867                         {
868                                 // 6 bytes
869                                 for (i = 0;i < 3;i++)
870                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
871                         }
872                         else
873                                 Host_Error("CL_SendMove: unknown cl.protocol %i\n", cl.protocol);
874                         // 6 bytes
875                         MSG_WriteCoord16i (&buf, forwardmove);
876                         MSG_WriteCoord16i (&buf, sidemove);
877                         MSG_WriteCoord16i (&buf, upmove);
878                         // 2 bytes
879                         MSG_WriteByte (&buf, bits);
880                         MSG_WriteByte (&buf, in_impulse);
881                 }
882         }
883
884 #if MOVEAVERAGING
885         forwardmove = sidemove = upmove = 0;
886 #endif
887         in_impulse = 0;
888
889         // ack the last few frame numbers
890         // (redundent to improve handling of client->server packet loss)
891         // for LATESTFRAMENUMS == 3 case this is 15 bytes
892         for (i = 0;i < LATESTFRAMENUMS;i++)
893         {
894                 if (cl.latestframenums[i] > 0)
895                 {
896                         if (developer_networkentities.integer >= 1)
897                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
898                         MSG_WriteByte(&buf, clc_ackframe);
899                         MSG_WriteLong(&buf, cl.latestframenums[i]);
900                 }
901         }
902
903         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
904
905         // deliver the message
906         if (cls.demoplayback)
907                 return;
908         // nothing to send
909         if (!buf.cursize)
910                 return;
911
912         // FIXME: bits & 64 is +button5, Nexuiz specific
913         CL_ClientMovement((bits & 2) != 0, (bits & 64) != 0);
914
915         if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
916         {
917                 Con_Print("CL_SendMove: lost server connection\n");
918                 CL_Disconnect();
919                 Host_ShutdownServer(false);
920         }
921 }
922
923 /*
924 ============
925 CL_InitInput
926 ============
927 */
928 void CL_InitInput (void)
929 {
930         Cmd_AddCommand ("+moveup",IN_UpDown);
931         Cmd_AddCommand ("-moveup",IN_UpUp);
932         Cmd_AddCommand ("+movedown",IN_DownDown);
933         Cmd_AddCommand ("-movedown",IN_DownUp);
934         Cmd_AddCommand ("+left",IN_LeftDown);
935         Cmd_AddCommand ("-left",IN_LeftUp);
936         Cmd_AddCommand ("+right",IN_RightDown);
937         Cmd_AddCommand ("-right",IN_RightUp);
938         Cmd_AddCommand ("+forward",IN_ForwardDown);
939         Cmd_AddCommand ("-forward",IN_ForwardUp);
940         Cmd_AddCommand ("+back",IN_BackDown);
941         Cmd_AddCommand ("-back",IN_BackUp);
942         Cmd_AddCommand ("+lookup", IN_LookupDown);
943         Cmd_AddCommand ("-lookup", IN_LookupUp);
944         Cmd_AddCommand ("+lookdown", IN_LookdownDown);
945         Cmd_AddCommand ("-lookdown", IN_LookdownUp);
946         Cmd_AddCommand ("+strafe", IN_StrafeDown);
947         Cmd_AddCommand ("-strafe", IN_StrafeUp);
948         Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
949         Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
950         Cmd_AddCommand ("+moveright", IN_MoverightDown);
951         Cmd_AddCommand ("-moveright", IN_MoverightUp);
952         Cmd_AddCommand ("+speed", IN_SpeedDown);
953         Cmd_AddCommand ("-speed", IN_SpeedUp);
954         Cmd_AddCommand ("+attack", IN_AttackDown);
955         Cmd_AddCommand ("-attack", IN_AttackUp);
956         Cmd_AddCommand ("+jump", IN_JumpDown);
957         Cmd_AddCommand ("-jump", IN_JumpUp);
958         Cmd_AddCommand ("impulse", IN_Impulse);
959         Cmd_AddCommand ("+klook", IN_KLookDown);
960         Cmd_AddCommand ("-klook", IN_KLookUp);
961         Cmd_AddCommand ("+mlook", IN_MLookDown);
962         Cmd_AddCommand ("-mlook", IN_MLookUp);
963
964         // LordHavoc: added use button
965         Cmd_AddCommand ("+use", IN_UseDown);
966         Cmd_AddCommand ("-use", IN_UseUp);
967
968         // LordHavoc: added 6 new buttons
969         Cmd_AddCommand ("+button3", IN_Button3Down);
970         Cmd_AddCommand ("-button3", IN_Button3Up);
971         Cmd_AddCommand ("+button4", IN_Button4Down);
972         Cmd_AddCommand ("-button4", IN_Button4Up);
973         Cmd_AddCommand ("+button5", IN_Button5Down);
974         Cmd_AddCommand ("-button5", IN_Button5Up);
975         Cmd_AddCommand ("+button6", IN_Button6Down);
976         Cmd_AddCommand ("-button6", IN_Button6Up);
977         Cmd_AddCommand ("+button7", IN_Button7Down);
978         Cmd_AddCommand ("-button7", IN_Button7Up);
979         Cmd_AddCommand ("+button8", IN_Button8Down);
980         Cmd_AddCommand ("-button8", IN_Button8Up);
981
982         Cvar_RegisterVariable(&cl_movement);
983         Cvar_RegisterVariable(&cl_movement_latency);
984         Cvar_RegisterVariable(&cl_movement_maxspeed);
985         Cvar_RegisterVariable(&cl_movement_maxairspeed);
986         Cvar_RegisterVariable(&cl_movement_stopspeed);
987         Cvar_RegisterVariable(&cl_movement_friction);
988         Cvar_RegisterVariable(&cl_movement_edgefriction);
989         Cvar_RegisterVariable(&cl_movement_stepheight);
990         Cvar_RegisterVariable(&cl_movement_accelerate);
991         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
992         Cvar_RegisterVariable(&cl_gravity);
993         Cvar_RegisterVariable(&cl_slowmo);
994
995         Cvar_RegisterVariable(&in_pitch_min);
996         Cvar_RegisterVariable(&in_pitch_max);
997         Cvar_RegisterVariable(&m_filter);
998 }
999