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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 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 void IN_CycleWeapon (void)
305 {
306         int i, n;
307         int first = -1;
308         qboolean found = false;
309         const char *t;
310         if (Cmd_Argc() < 2)
311         {
312                 Con_Printf("bestweapon requires 1 or more parameters\n");
313                 return;
314         }
315         for (i = 1;i < Cmd_Argc();i++)
316         {
317                 t = Cmd_Argv(i);
318                 // figure out which weapon this character refers to
319                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
320                 {
321                         if (!strcmp(in_bestweapon_info[n].name, t))
322                         {
323                                 // we found out what weapon this character refers to
324                                 // check if the inventory contains the weapon and enough ammo
325                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
326                                 {
327                                         // we found one of the weapons the player wanted
328                                         if(first == -1)
329                                                 first = n;
330                                         if(found)
331                                         {
332                                                 in_impulse = in_bestweapon_info[n].impulse;
333                                                 return;
334                                         }
335                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
336                                                 found = true;
337                                 }
338                                 break;
339                         }
340                 }
341                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
342         }
343         if(first != -1)
344         {
345                 in_impulse = in_bestweapon_info[first].impulse;
346                 return;
347         }
348         // if we couldn't find any of the weapons, there's nothing more we can do...
349 }
350
351 /*
352 ===============
353 CL_KeyState
354
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
359 ===============
360 */
361 float CL_KeyState (kbutton_t *key)
362 {
363         float           val;
364         qboolean        impulsedown, impulseup, down;
365
366         impulsedown = key->state & 2;
367         impulseup = key->state & 4;
368         down = key->state & 1;
369         val = 0;
370
371         if (impulsedown && !impulseup)
372         {
373                 if (down)
374                         val = 0.5;      // pressed and held this frame
375                 else
376                         val = 0;        //      I_Error ();
377         }
378         if (impulseup && !impulsedown)
379         {
380                 if (down)
381                         val = 0;        //      I_Error ();
382                 else
383                         val = 0;        // released this frame
384         }
385         if (!impulsedown && !impulseup)
386         {
387                 if (down)
388                         val = 1.0;      // held the entire frame
389                 else
390                         val = 0;        // up the entire frame
391         }
392         if (impulsedown && impulseup)
393         {
394                 if (down)
395                         val = 0.75;     // released and re-pressed this frame
396                 else
397                         val = 0.25;     // pressed and released this frame
398         }
399
400         key->state &= 1;                // clear impulses
401
402         return val;
403 }
404
405
406
407
408 //==========================================================================
409
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
414
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
419
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
421
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
425 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
426 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)"};
427 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
428 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
429 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
430 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)"};
431 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
432 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
433 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"};
434 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
435 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)"};
436 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)"};
437 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
438
439 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
440 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
441
442 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
443
444 cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
445 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","20", "how many input packets to send to server each second (only used on old servers, and note this is multiplied by cl_netinputpacketsperserverpacket)"};
446 cvar_t cl_netinputpacketspersecond_qw = {CVAR_SAVE, "cl_netinputpacketspersecond_qw","72", "how many input packets to send to a qw server each second (only used on qw servers)"};
447 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
448
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
450
451 extern cvar_t v_flipped;
452
453 /*
454 ================
455 CL_AdjustAngles
456
457 Moves the local angle positions
458 ================
459 */
460 void CL_AdjustAngles (void)
461 {
462         float   speed;
463         float   up, down;
464
465         if (in_speed.state & 1)
466                 speed = cl.realframetime * cl_anglespeedkey.value;
467         else
468                 speed = cl.realframetime;
469
470         if (!(in_strafe.state & 1))
471         {
472                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
474         }
475         if (in_klook.state & 1)
476         {
477                 V_StopPitchDrift ();
478                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
480         }
481
482         up = CL_KeyState (&in_lookup);
483         down = CL_KeyState(&in_lookdown);
484
485         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
487
488         if (up || down)
489                 V_StopPitchDrift ();
490
491         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
494         if (cl.viewangles[YAW] >= 180)
495                 cl.viewangles[YAW] -= 360;
496         if (cl.viewangles[PITCH] >= 180)
497                 cl.viewangles[PITCH] -= 360;
498         if (cl.viewangles[ROLL] >= 180)
499                 cl.viewangles[ROLL] -= 360;
500
501         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
502         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
503 }
504
505 qboolean cl_ignoremousemove = false;
506
507 /*
508 ================
509 CL_Input
510
511 Send the intended movement message to the server
512 ================
513 */
514 void CL_Input (void)
515 {
516         float mx, my;
517         static float old_mouse_x = 0, old_mouse_y = 0;
518
519         // clamp before the move to prevent starting with bad angles
520         CL_AdjustAngles ();
521
522         if(v_flipped.integer)
523                 cl.viewangles[YAW] = -cl.viewangles[YAW];
524
525         // reset some of the command fields
526         cl.cmd.forwardmove = 0;
527         cl.cmd.sidemove = 0;
528         cl.cmd.upmove = 0;
529
530         // get basic movement from keyboard
531         if (in_strafe.state & 1)
532         {
533                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
534                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
535         }
536
537         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
538         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
539
540         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
541         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
542
543         if (! (in_klook.state & 1) )
544         {
545                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
546                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
547         }
548
549         // adjust for speed key
550         if (in_speed.state & 1)
551         {
552                 cl.cmd.forwardmove *= cl_movespeedkey.value;
553                 cl.cmd.sidemove *= cl_movespeedkey.value;
554                 cl.cmd.upmove *= cl_movespeedkey.value;
555         }
556
557         in_mouse_x = 0;
558         in_mouse_y = 0;
559
560         // allow mice or other external controllers to add to the move
561         IN_Move ();
562
563         // ignore a mouse move if mouse was activated/deactivated this frame
564         if (cl_ignoremousemove)
565         {
566                 cl_ignoremousemove = false;
567                 in_mouse_x = 0;
568                 in_mouse_y = 0;
569         }
570
571         // apply m_filter if it is on
572         mx = in_mouse_x;
573         my = in_mouse_y;
574         if (m_filter.integer)
575         {
576                 in_mouse_x = (mx + old_mouse_x) * 0.5;
577                 in_mouse_y = (my + old_mouse_y) * 0.5;
578         }
579         old_mouse_x = mx;
580         old_mouse_y = my;
581
582         // if not in menu, apply mouse move to viewangles/movement
583         if (!cl.csqc_wantsmousemove && in_client_mouse)
584         {
585                 if (cl_prydoncursor.integer)
586                 {
587                         // mouse interacting with the scene, mostly stationary view
588                         V_StopPitchDrift();
589                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
590                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
591                 }
592                 else if (in_strafe.state & 1)
593                 {
594                         // strafing mode, all looking is movement
595                         V_StopPitchDrift();
596                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
597                         if (noclip_anglehack)
598                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
599                         else
600                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
601                 }
602                 else if ((in_mlook.state & 1) || freelook.integer)
603                 {
604                         // mouselook, lookstrafe causes turning to become strafing
605                         V_StopPitchDrift();
606                         if (lookstrafe.integer)
607                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
608                         else
609                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
610                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
611                 }
612                 else
613                 {
614                         // non-mouselook, yaw turning and forward/back movement
615                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
616                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
617                 }
618         }
619
620         if(v_flipped.integer)
621         {
622                 cl.viewangles[YAW] = -cl.viewangles[YAW];
623                 cl.cmd.sidemove = -cl.cmd.sidemove;
624         }
625
626         // clamp after the move to prevent rendering with bad angles
627         CL_AdjustAngles ();
628 }
629
630 #include "cl_collision.h"
631
632 void CL_UpdatePrydonCursor(void)
633 {
634         vec3_t temp;
635
636         if (!cl_prydoncursor.integer)
637                 VectorClear(cl.cmd.cursor_screen);
638
639         /*
640         if (cl.cmd.cursor_screen[0] < -1)
641         {
642                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
643                 cl.cmd.cursor_screen[0] = -1;
644         }
645         if (cl.cmd.cursor_screen[0] > 1)
646         {
647                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
648                 cl.cmd.cursor_screen[0] = 1;
649         }
650         if (cl.cmd.cursor_screen[1] < -1)
651         {
652                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
653                 cl.cmd.cursor_screen[1] = -1;
654         }
655         if (cl.cmd.cursor_screen[1] > 1)
656         {
657                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
658                 cl.cmd.cursor_screen[1] = 1;
659         }
660         */
661         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
662         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
663         cl.cmd.cursor_screen[2] = 1;
664
665         // calculate current view matrix
666         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
667         // calculate direction vector of cursor in viewspace by using frustum slopes
668         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
669         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
670         // trace from view origin to the cursor
671         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);
672 }
673
674 void CL_ClientMovement_ExpireOldMoves(void)
675 {
676         int i;
677         int n;
678         // remove stale queue items
679         n = cl.movement_numqueue;
680         cl.movement_numqueue = 0;
681         if (cls.servermovesequence)
682         {
683                 for (i = 0;i < n;i++)
684                 {
685                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
686                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
687                         else
688                                 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
689                 }
690         }
691 }
692
693 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
694 {
695         // if time has not advanced, do nothing
696         if (cl.movecmd[0].msec <= 0)
697                 return;
698         // add to input queue if there is room
699         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
700         {
701                 // add to input queue
702                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
703                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
704                 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
705                 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
706                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
707                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
708                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
709                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
710                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
711                 cl.movement_numqueue++;
712         }
713
714         cl.movement_replay = true;
715 }
716
717 typedef enum waterlevel_e
718 {
719         WATERLEVEL_NONE,
720         WATERLEVEL_WETFEET,
721         WATERLEVEL_SWIMMING,
722         WATERLEVEL_SUBMERGED
723 }
724 waterlevel_t;
725
726 typedef struct cl_clientmovement_state_s
727 {
728         // position
729         vec3_t origin;
730         vec3_t velocity;
731         // current bounding box (different if crouched vs standing)
732         vec3_t mins;
733         vec3_t maxs;
734         // currently on the ground
735         qboolean onground;
736         // currently crouching
737         qboolean crouched;
738         // what kind of water (SUPERCONTENTS_LAVA for instance)
739         int watertype;
740         // how deep
741         waterlevel_t waterlevel;
742         // weird hacks when jumping out of water
743         // (this is in seconds and counts down to 0)
744         float waterjumptime;
745
746         // user command
747         client_movementqueue_t q;
748 }
749 cl_clientmovement_state_t;
750
751 #define NUMOFFSETS 27
752 static vec3_t offsets[NUMOFFSETS] =
753 {
754 // 1 no nudge (just return the original if this test passes)
755         { 0.000,  0.000,  0.000},
756 // 6 simple nudges
757         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
758         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
759         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
760 // 4 diagonal flat nudges
761         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
762         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
763 // 8 diagonal upward nudges
764         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
765         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
766         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
767         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
768 // 8 diagonal downward nudges
769         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
770         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
771         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
772         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
773 };
774
775 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
776 {
777         int i;
778         vec3_t neworigin;
779         for (i = 0;i < NUMOFFSETS;i++)
780         {
781                 VectorAdd(offsets[i], s->origin, neworigin);
782                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
783                 {
784                         VectorCopy(neworigin, s->origin);
785                         return true;
786                 }
787         }
788         // if all offsets failed, give up
789         return false;
790 }
791
792 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
793 {
794         vec3_t origin1, origin2;
795         trace_t trace;
796
797         // make sure player is not stuck
798         CL_ClientMovement_Unstick(s);
799
800         // set crouched
801         if (s->q.crouch)
802         {
803                 // wants to crouch, this always works..
804                 if (!s->crouched)
805                         s->crouched = true;
806         }
807         else
808         {
809                 // wants to stand, if currently crouching we need to check for a
810                 // low ceiling first
811                 if (s->crouched)
812                 {
813                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
814                         if (!trace.startsolid)
815                                 s->crouched = false;
816                 }
817         }
818         if (s->crouched)
819         {
820                 VectorCopy(cl.playercrouchmins, s->mins);
821                 VectorCopy(cl.playercrouchmaxs, s->maxs);
822         }
823         else
824         {
825                 VectorCopy(cl.playerstandmins, s->mins);
826                 VectorCopy(cl.playerstandmaxs, s->maxs);
827         }
828
829         // set onground
830         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
831         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
832         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
833         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
834
835         // set watertype/waterlevel
836         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
837         s->waterlevel = WATERLEVEL_NONE;
838         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
839         if (s->watertype)
840         {
841                 s->waterlevel = WATERLEVEL_WETFEET;
842                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
843                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
844                 {
845                         s->waterlevel = WATERLEVEL_SWIMMING;
846                         origin1[2] = s->origin[2] + 22;
847                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
848                                 s->waterlevel = WATERLEVEL_SUBMERGED;
849                 }
850         }
851
852         // water jump prediction
853         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
854                 s->waterjumptime = 0;
855 }
856
857 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
858 {
859         int bump;
860         double t;
861         vec_t f;
862         vec3_t neworigin;
863         vec3_t currentorigin2;
864         vec3_t neworigin2;
865         vec3_t primalvelocity;
866         trace_t trace;
867         trace_t trace2;
868         trace_t trace3;
869         CL_ClientMovement_UpdateStatus(s);
870         VectorCopy(s->velocity, primalvelocity);
871         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
872         {
873                 VectorMA(s->origin, t, s->velocity, neworigin);
874                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
875                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
876                 {
877                         // may be a step or wall, try stepping up
878                         // first move forward at a higher level
879                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
880                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
881                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
882                         if (!trace2.startsolid)
883                         {
884                                 // then move down from there
885                                 VectorCopy(trace2.endpos, currentorigin2);
886                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
887                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
888                                 //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]);
889                                 // accept the new trace if it made some progress
890                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
891                                 {
892                                         trace = trace2;
893                                         VectorCopy(trace3.endpos, trace.endpos);
894                                 }
895                         }
896                 }
897
898                 // check if it moved at all
899                 if (trace.fraction >= 0.001)
900                         VectorCopy(trace.endpos, s->origin);
901
902                 // check if it moved all the way
903                 if (trace.fraction == 1)
904                         break;
905
906                 //if (trace.plane.normal[2] > 0.7)
907                 //      s->onground = true;
908
909                 t -= t * trace.fraction;
910
911                 f = DotProduct(s->velocity, trace.plane.normal);
912                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
913         }
914         if (s->waterjumptime > 0)
915                 VectorCopy(primalvelocity, s->velocity);
916 }
917
918
919 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
920 {
921         vec_t wishspeed;
922         vec_t f;
923         vec3_t wishvel;
924         vec3_t wishdir;
925
926         // water jump only in certain situations
927         // this mimics quakeworld code
928         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
929         {
930                 vec3_t forward;
931                 vec3_t yawangles;
932                 vec3_t spot;
933                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
934                 AngleVectors(yawangles, forward, NULL, NULL);
935                 VectorMA(s->origin, 24, forward, spot);
936                 spot[2] += 8;
937                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
938                 {
939                         spot[2] += 24;
940                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
941                         {
942                                 VectorScale(forward, 50, s->velocity);
943                                 s->velocity[2] = 310;
944                                 s->waterjumptime = 2;
945                                 s->onground = false;
946                                 s->q.canjump = false;
947                         }
948                 }
949         }
950
951         if (!VectorLength2(s->q.move))
952         {
953                 // drift towards bottom
954                 VectorSet(wishvel, 0, 0, -60);
955         }
956         else
957         {
958                 // swim
959                 vec3_t forward;
960                 vec3_t right;
961                 vec3_t up;
962                 // calculate movement vector
963                 AngleVectors(s->q.viewangles, forward, right, up);
964                 VectorSet(up, 0, 0, 1);
965                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
966         }
967
968         // split wishvel into wishspeed and wishdir
969         wishspeed = VectorLength(wishvel);
970         if (wishspeed)
971                 VectorScale(wishvel, 1 / wishspeed, wishdir);
972         else
973                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
974         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
975
976         if (s->crouched)
977                 wishspeed *= 0.5;
978
979         if (s->waterjumptime <= 0)
980         {
981                 // water friction
982                 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
983                 f = bound(0, f, 1);
984                 VectorScale(s->velocity, f, s->velocity);
985
986                 // water acceleration
987                 f = wishspeed - DotProduct(s->velocity, wishdir);
988                 if (f > 0)
989                 {
990                         f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
991                         VectorMA(s->velocity, f, wishdir, s->velocity);
992                 }
993
994                 // holding jump button swims upward slowly
995                 if (s->q.jump)
996                 {
997                         if (s->watertype & SUPERCONTENTS_LAVA)
998                                 s->velocity[2] =  50;
999                         else if (s->watertype & SUPERCONTENTS_SLIME)
1000                                 s->velocity[2] =  80;
1001                         else
1002                         {
1003                                 if (gamemode == GAME_NEXUIZ)
1004                                         s->velocity[2] = 200;
1005                                 else
1006                                         s->velocity[2] = 100;
1007                         }
1008                 }
1009         }
1010
1011         CL_ClientMovement_Move(s);
1012 }
1013
1014 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1015 {
1016         vec_t friction;
1017         vec_t wishspeed;
1018         vec_t addspeed;
1019         vec_t accelspeed;
1020         vec_t f;
1021         vec3_t forward;
1022         vec3_t right;
1023         vec3_t up;
1024         vec3_t wishvel;
1025         vec3_t wishdir;
1026         vec3_t yawangles;
1027         trace_t trace;
1028
1029         // jump if on ground with jump button pressed but only if it has been
1030         // released at least once since the last jump
1031         if (s->q.jump)
1032         {
1033                 if (s->onground && s->q.canjump)
1034                 {
1035                         s->velocity[2] += cl.movevars_jumpvelocity;
1036                         s->onground = false;
1037                         s->q.canjump = false;
1038                 }
1039         }
1040         else
1041                 s->q.canjump = true;
1042
1043         // calculate movement vector
1044         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1045         AngleVectors(yawangles, forward, right, up);
1046         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1047
1048         // split wishvel into wishspeed and wishdir
1049         wishspeed = VectorLength(wishvel);
1050         if (wishspeed)
1051                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1052         else
1053                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1054         wishspeed = min(wishspeed, cl.movevars_maxspeed);
1055         if (s->crouched)
1056                 wishspeed *= 0.5;
1057
1058         // check if onground
1059         if (s->onground)
1060         {
1061                 // apply edge friction
1062                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1063                 friction = cl.movevars_friction;
1064                 if (f > 0 && cl.movevars_edgefriction != 1)
1065                 {
1066                         vec3_t neworigin2;
1067                         vec3_t neworigin3;
1068                         // note: QW uses the full player box for the trace, and yet still
1069                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1070                         // this mimics it for compatibility
1071                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1072                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1073                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1074                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1075                         else
1076                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1077                         if (trace.fraction == 1 && !trace.startsolid)
1078                                 friction *= cl.movevars_edgefriction;
1079                 }
1080                 // apply ground friction
1081                 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1082                 f = max(f, 0);
1083                 VectorScale(s->velocity, f, s->velocity);
1084                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1085                 if (addspeed > 0)
1086                 {
1087                         accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1088                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1089                 }
1090                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1091                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1092                         s->velocity[2] = 0;
1093                 if (VectorLength2(s->velocity))
1094                         CL_ClientMovement_Move(s);
1095         }
1096         else
1097         {
1098                 if (s->waterjumptime <= 0)
1099                 {
1100                         vec_t f;
1101                         vec_t vel_straight;
1102                         vec_t vel_z;
1103                         vec3_t vel_perpend;
1104
1105                         // apply air speed limit
1106                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1107
1108                         /*
1109                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1110                         if (addspeed > 0)
1111                         {
1112                                 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1113                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1114                         }
1115                         */
1116
1117                         vel_straight = DotProduct(s->velocity, wishdir);
1118                         vel_z = s->velocity[2];
1119                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1120                         vel_perpend[2] -= vel_z;
1121
1122                         f = wishspeed - vel_straight;
1123                         if(f > 0)
1124                                 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1125                         if(wishspeed > 0)
1126                                 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1127
1128                         VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1129
1130                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1131                         s->velocity[2] += vel_z;
1132                 }
1133                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1134                 CL_ClientMovement_Move(s);
1135         }
1136 }
1137
1138 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1139 {
1140         //Con_Printf(" %f", frametime);
1141         if (!s->q.jump)
1142                 s->q.canjump = true;
1143         s->waterjumptime -= s->q.frametime;
1144         CL_ClientMovement_UpdateStatus(s);
1145         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1146                 CL_ClientMovement_Physics_Swim(s);
1147         else
1148                 CL_ClientMovement_Physics_Walk(s);
1149 }
1150
1151 extern cvar_t slowmo;
1152 void CL_UpdateMoveVars(void)
1153 {
1154         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1155                 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
1156         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1157         {
1158                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1159                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1160                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1161                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1162                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1163                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1164                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1165                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1166                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1167                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1168                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1169                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1170                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1171                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1172                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1173                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1174                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1175                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1176                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1177         }
1178         else
1179         {
1180                 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1181                 cl.movevars_timescale = slowmo.value;
1182                 cl.movevars_gravity = sv_gravity.value;
1183                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1184                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1185                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1186                 cl.movevars_accelerate = cl_movement_accelerate.value;
1187                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1188                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1189                 cl.movevars_friction = cl_movement_friction.value;
1190                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1191                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1192                 cl.movevars_entgravity = 1;
1193                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1194                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1195                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1196                 cl.movevars_stepheight = cl_movement_stepheight.value;
1197                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1198                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1199         }
1200 }
1201
1202 void CL_ClientMovement_Replay(void)
1203 {
1204         int i;
1205         qboolean canjump;
1206         double totalmovetime;
1207         cl_clientmovement_state_t s;
1208
1209         CL_ClientMovement_ExpireOldMoves();
1210
1211         // set up starting state for the series of moves
1212         memset(&s, 0, sizeof(s));
1213         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1214         VectorCopy(cl.mvelocity[0], s.velocity);
1215         s.crouched = true; // will be updated on first move
1216         //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]);
1217
1218         totalmovetime = 0;
1219         for (i = 0;i < cl.movement_numqueue - 1;i++)
1220                 totalmovetime += cl.movement_queue[i].frametime;
1221         cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1222         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1223         if (cl.movement_predicted)
1224         {
1225                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1226
1227                 // replay the input queue to predict current location
1228                 // note: this relies on the fact there's always one queue item at the end
1229
1230                 canjump = cl.movement_replay_canjump;
1231                 for (i = 0;i < cl.movement_numqueue;i++)
1232                 {
1233                         s.q = cl.movement_queue[i];
1234                         s.q.canjump = canjump;
1235                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1236                         if (s.q.frametime > 0.05)
1237                         {
1238                                 s.q.frametime *= 0.5;
1239                                 CL_ClientMovement_PlayerMove(&s);
1240                         }
1241                         CL_ClientMovement_PlayerMove(&s);
1242                         canjump = cl.movement_queue[i].canjump = s.q.canjump;
1243                 }
1244         }
1245         else
1246         {
1247                 // get the first movement queue entry to know whether to crouch and such
1248                 s.q = cl.movement_queue[0];
1249         }
1250         CL_ClientMovement_UpdateStatus(&s);
1251
1252         if (cl.movement_replay)
1253         {
1254                 cl.movement_replay = false;
1255                 // update interpolation timestamps if time has passed
1256                 if (cl.movement_time[0] != cl.movecmd[0].time)
1257                 {
1258                         cl.movement_time[1] = cl.movement_time[0];
1259                         cl.movement_time[0] = cl.movecmd[0].time;
1260                         cl.movement_time[2] = cl.time;
1261                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1262                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1263                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1264                 }
1265
1266                 // update the interpolation target position and velocity
1267                 VectorCopy(s.origin, cl.movement_origin);
1268                 VectorCopy(s.velocity, cl.movement_velocity);
1269         }
1270
1271         // update the onground flag if appropriate
1272         if (cl.movement_predicted)
1273         {
1274                 // when predicted we simply set the flag according to the UpdateStatus
1275                 cl.onground = s.onground;
1276         }
1277         else
1278         {
1279                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1280                 // an update packet is received, but can be forced on here to hide
1281                 // server inconsistencies in the onground flag
1282                 // (which mostly occur when stepping up stairs at very high framerates
1283                 //  where after the step up the move continues forward and not
1284                 //  downward so the ground is not detected)
1285                 //
1286                 // such onground inconsistencies can cause jittery gun bobbing and
1287                 // stair smoothing, so we set onground if UpdateStatus says so
1288                 if (s.onground)
1289                         cl.onground = true;
1290         }
1291
1292         // react to onground state changes (for gun bob)
1293         if (cl.onground)
1294         {
1295                 if (!cl.oldonground)
1296                         cl.hitgroundtime = cl.movecmd[0].time;
1297                 cl.lastongroundtime = cl.movecmd[0].time;
1298         }
1299         cl.oldonground = cl.onground;
1300 }
1301
1302 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1303 {
1304         int bits;
1305
1306         bits = 0;
1307         if (to->viewangles[0] != from->viewangles[0])
1308                 bits |= QW_CM_ANGLE1;
1309         if (to->viewangles[1] != from->viewangles[1])
1310                 bits |= QW_CM_ANGLE2;
1311         if (to->viewangles[2] != from->viewangles[2])
1312                 bits |= QW_CM_ANGLE3;
1313         if (to->forwardmove != from->forwardmove)
1314                 bits |= QW_CM_FORWARD;
1315         if (to->sidemove != from->sidemove)
1316                 bits |= QW_CM_SIDE;
1317         if (to->upmove != from->upmove)
1318                 bits |= QW_CM_UP;
1319         if (to->buttons != from->buttons)
1320                 bits |= QW_CM_BUTTONS;
1321         if (to->impulse != from->impulse)
1322                 bits |= QW_CM_IMPULSE;
1323
1324         MSG_WriteByte(buf, bits);
1325         if (bits & QW_CM_ANGLE1)
1326                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1327         if (bits & QW_CM_ANGLE2)
1328                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1329         if (bits & QW_CM_ANGLE3)
1330                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1331         if (bits & QW_CM_FORWARD)
1332                 MSG_WriteShort(buf, to->forwardmove);
1333         if (bits & QW_CM_SIDE)
1334                 MSG_WriteShort(buf, to->sidemove);
1335         if (bits & QW_CM_UP)
1336                 MSG_WriteShort(buf, to->upmove);
1337         if (bits & QW_CM_BUTTONS)
1338                 MSG_WriteByte(buf, to->buttons);
1339         if (bits & QW_CM_IMPULSE)
1340                 MSG_WriteByte(buf, to->impulse);
1341         MSG_WriteByte(buf, to->msec);
1342 }
1343
1344 /*
1345 ==============
1346 CL_SendMove
1347 ==============
1348 */
1349 usercmd_t nullcmd; // for delta compression of qw moves
1350 void CL_SendMove(void)
1351 {
1352         int i, j, packetloss;
1353         int bits;
1354         sizebuf_t buf;
1355         unsigned char data[1024];
1356         static double lastsendtime = 0;
1357         double packettime;
1358         int msecdelta;
1359
1360         CL_ClientMovement_ExpireOldMoves();
1361
1362         // if playing a demo, do nothing
1363         if (!cls.netcon)
1364                 return;
1365
1366         // don't send too often or else network connections can get clogged by a high renderer framerate
1367         packettime = cl.movevars_ticrate;
1368         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1369                 packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
1370         // send input every frame in singleplayer
1371         if (cl.islocalgame)
1372                 packettime = 0;
1373         // quakeworld servers take only frametimes
1374         // predicted dp7 servers take current interpolation time
1375         // unpredicted servers take an echo of the latest server timestamp
1376         cl.cmd.time = cl.time;
1377         cl.cmd.sequence = cls.movesequence;
1378         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1379         {
1380                 if (realtime < lastsendtime + packettime)
1381                         return;
1382                 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1383         }
1384         else
1385         {
1386                 // movement should be sent immediately whenever a server
1387                 // packet is received, to minimize ping times
1388                 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1389                         return;
1390         }
1391
1392         // don't let it fall behind if CL_SendMove hasn't been called recently
1393         // (such is the case when framerate is too low for instance)
1394         lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1395         // set the flag indicating that we sent a packet recently
1396         cl.movement_needupdate = false;
1397
1398         buf.maxsize = sizeof(data);
1399         buf.cursize = 0;
1400         buf.data = data;
1401
1402         // conditions for sending a move:
1403         // if the move advances time or if the game is paused (in which case time
1404         // is not advancing)
1405         // don't send a new input packet if the connection is still saturated from
1406         // the last one (or chat messages, etc)
1407         // note: this behavior comes from QW
1408         if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1409                 return;
1410
1411         // increase the move counter since we intend to send a move
1412         cls.movesequence++;
1413
1414         // send the movement message
1415         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1416         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1417         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1418         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1419         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1420         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1421         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1422         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1423         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1424         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1425         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1426
1427         // set prydon cursor info
1428         CL_UpdatePrydonCursor();
1429
1430         // set button bits
1431         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1432         bits = 0;
1433         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1434         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1435         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1436         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1437         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1438         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1439         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1440         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1441         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1442         if (key_dest != key_game || key_consoleactive) bits |= 512;
1443         if (cl_prydoncursor.integer) bits |= 1024;
1444         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1445         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1446         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1447         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1448         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1449         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1450         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1451         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1452         // button bits 19-31 unused currently
1453         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1454         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1455         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1456         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1457         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1458         cl.cmd.buttons = bits;
1459
1460         // set impulse
1461         cl.cmd.impulse = in_impulse;
1462         in_impulse = 0;
1463
1464         // movement is set by input code (forwardmove/sidemove/upmove)
1465
1466         // set viewangles
1467         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1468
1469         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1470         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1471         // ridiculous value rejection (matches qw)
1472         if (cl.cmd.msec > 250)
1473                 cl.cmd.msec = 100;
1474
1475         cl.cmd.predicted = cl_movement.integer;
1476
1477         // always dump the first two messages, because they may contain leftover inputs from the last level
1478         if (cl.cmd.sequence <= 2)
1479                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1480
1481         // update the cl.movecmd array which holds the most recent moves
1482         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1483                 cl.movecmd[i] = cl.movecmd[i-1];
1484         cl.movecmd[0] = cl.cmd;
1485
1486         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1487         {
1488                 int checksumindex;
1489
1490                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1491
1492                 MSG_WriteByte(&buf, qw_clc_move);
1493                 // save the position for a checksum byte
1494                 checksumindex = buf.cursize;
1495                 MSG_WriteByte(&buf, 0);
1496                 // packet loss percentage
1497                 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1498                         if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1499                                 packetloss++;
1500                 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1501                 MSG_WriteByte(&buf, packetloss);
1502                 // write most recent 3 moves
1503                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1504                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1505                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1506                 // calculate the checksum
1507                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1508                 // if delta compression history overflows, request no delta
1509                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1510                         cl.qw_validsequence = 0;
1511                 // request delta compression if appropriate
1512                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1513                 {
1514                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1515                         MSG_WriteByte(&buf, qw_clc_delta);
1516                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1517                 }
1518                 else
1519                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1520         }
1521         else if (cls.signon == SIGNONS)
1522         {
1523                 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
1524                 {
1525                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1526
1527                         // 5 bytes
1528                         MSG_WriteByte (&buf, clc_move);
1529                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1530                         // 3 bytes
1531                         for (i = 0;i < 3;i++)
1532                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1533                         // 6 bytes
1534                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1535                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1536                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1537                         // 2 bytes
1538                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1539                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1540                 }
1541                 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1542                 {
1543                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1544
1545                         // 5 bytes
1546                         MSG_WriteByte (&buf, clc_move);
1547                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1548                         // 12 bytes
1549                         for (i = 0;i < 3;i++)
1550                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1551                         // 6 bytes
1552                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1553                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1554                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1555                         // 2 bytes
1556                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1557                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1558                 }
1559                 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1560                 {
1561                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1562
1563                         // 5 bytes
1564                         MSG_WriteByte (&buf, clc_move);
1565                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1566                         // 6 bytes
1567                         for (i = 0;i < 3;i++)
1568                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1569                         // 6 bytes
1570                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1571                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1572                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1573                         // 2 bytes
1574                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1575                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1576                 }
1577                 else if (cls.signon == SIGNONS)
1578                 {
1579                         int maxusercmds;
1580                         usercmd_t *cmd;
1581
1582                         // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1583                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1584
1585                         // set the maxusercmds variable to limit how many should be sent
1586                         maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1587                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1588                         if (!cl.cmd.predicted)
1589                                 maxusercmds = 1;
1590
1591                         // send the latest moves in order, the old ones will be
1592                         // ignored by the server harmlessly, however if the previous
1593                         // packets were lost these moves will be used
1594                         //
1595                         // this reduces packet loss impact on gameplay.
1596                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1597                         {
1598                                 // don't repeat any stale moves
1599                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1600                                         continue;
1601                                 // 5/9 bytes
1602                                 MSG_WriteByte (&buf, clc_move);
1603                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1604                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1605                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1606                                 // 6 bytes
1607                                 for (i = 0;i < 3;i++)
1608                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1609                                 // 6 bytes
1610                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1611                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1612                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1613                                 // 5 bytes
1614                                 MSG_WriteLong (&buf, cmd->buttons);
1615                                 MSG_WriteByte (&buf, cmd->impulse);
1616                                 // PRYDON_CLIENTCURSOR
1617                                 // 30 bytes
1618                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1619                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1620                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1621                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1622                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1623                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1624                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1625                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1626                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1627                         }
1628                 }
1629         }
1630
1631         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1632         {
1633                 // ack the last few frame numbers
1634                 // (redundent to improve handling of client->server packet loss)
1635                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1636                 for (i = 0;i < LATESTFRAMENUMS;i++)
1637                 {
1638                         if (cl.latestframenums[i] > 0)
1639                         {
1640                                 if (developer_networkentities.integer >= 10)
1641                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1642                                 MSG_WriteByte(&buf, clc_ackframe);
1643                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1644                         }
1645                 }
1646         }
1647
1648         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1649         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1650
1651         // acknowledge any recently received data blocks
1652         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1653         {
1654                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1655                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1656                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1657                 cls.dp_downloadack[i].start = 0;
1658                 cls.dp_downloadack[i].size = 0;
1659         }
1660
1661         // send the reliable message (forwarded commands) if there is one
1662         if (buf.cursize || cls.netcon->message.cursize)
1663                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1664
1665         if (cls.netcon->message.overflowed)
1666         {
1667                 Con_Print("CL_SendMove: lost server connection\n");
1668                 CL_Disconnect();
1669                 Host_ShutdownServer();
1670         }
1671 }
1672
1673 /*
1674 ============
1675 CL_InitInput
1676 ============
1677 */
1678 void CL_InitInput (void)
1679 {
1680         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1681         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1682         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1683         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1684         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1685         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1686         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1687         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1688         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1689         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1690         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1691         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1692         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1693         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1694         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1695         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1696         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1697         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1698         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1699         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1700         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1701         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1702         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1703         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1704         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1705         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1706         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1707         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1708         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1709         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1710         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1711         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1712         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1713
1714         // LordHavoc: added use button
1715         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1716         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1717
1718         // LordHavoc: added 6 new buttons
1719         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1720         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1721         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1722         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1723         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1724         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1725         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1726         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1727         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1728         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1729         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1730         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1731         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1732         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1733         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1734         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1735         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1736         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1737         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1738         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1739         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1740         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1741         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1742         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1743         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1744         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1745         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1746         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1747
1748         // LordHavoc: added bestweapon command
1749         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
1750         Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
1751         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1752
1753         Cvar_RegisterVariable(&cl_movement);
1754         Cvar_RegisterVariable(&cl_movement_minping);
1755         Cvar_RegisterVariable(&cl_movement_maxspeed);
1756         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1757         Cvar_RegisterVariable(&cl_movement_stopspeed);
1758         Cvar_RegisterVariable(&cl_movement_friction);
1759         Cvar_RegisterVariable(&cl_movement_wallfriction);
1760         Cvar_RegisterVariable(&cl_movement_waterfriction);
1761         Cvar_RegisterVariable(&cl_movement_edgefriction);
1762         Cvar_RegisterVariable(&cl_movement_stepheight);
1763         Cvar_RegisterVariable(&cl_movement_accelerate);
1764         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1765         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1766         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1767         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1768         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1769
1770         Cvar_RegisterVariable(&in_pitch_min);
1771         Cvar_RegisterVariable(&in_pitch_max);
1772         Cvar_RegisterVariable(&m_filter);
1773
1774         Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
1775         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1776         Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
1777         Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1778
1779         Cvar_RegisterVariable(&cl_nodelta);
1780 }
1781