add cvar cl_movement_track_canjump (when off, client prediction allows "pogoing"...
[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 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 void IN_CycleWeapon (void)
305 {
306         int i, n;
307         int first = -1;
308         qboolean found = false;
309         const char *t;
310         if (Cmd_Argc() < 2)
311         {
312                 Con_Printf("bestweapon requires 1 or more parameters\n");
313                 return;
314         }
315         for (i = 1;i < Cmd_Argc();i++)
316         {
317                 t = Cmd_Argv(i);
318                 // figure out which weapon this character refers to
319                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
320                 {
321                         if (!strcmp(in_bestweapon_info[n].name, t))
322                         {
323                                 // we found out what weapon this character refers to
324                                 // check if the inventory contains the weapon and enough ammo
325                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
326                                 {
327                                         // we found one of the weapons the player wanted
328                                         if(first == -1)
329                                                 first = n;
330                                         if(found)
331                                         {
332                                                 in_impulse = in_bestweapon_info[n].impulse;
333                                                 return;
334                                         }
335                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
336                                                 found = true;
337                                 }
338                                 break;
339                         }
340                 }
341                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
342         }
343         if(first != -1)
344         {
345                 in_impulse = in_bestweapon_info[first].impulse;
346                 return;
347         }
348         // if we couldn't find any of the weapons, there's nothing more we can do...
349 }
350
351 /*
352 ===============
353 CL_KeyState
354
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
359 ===============
360 */
361 float CL_KeyState (kbutton_t *key)
362 {
363         float           val;
364         qboolean        impulsedown, impulseup, down;
365
366         impulsedown = key->state & 2;
367         impulseup = key->state & 4;
368         down = key->state & 1;
369         val = 0;
370
371         if (impulsedown && !impulseup)
372         {
373                 if (down)
374                         val = 0.5;      // pressed and held this frame
375                 else
376                         val = 0;        //      I_Error ();
377         }
378         if (impulseup && !impulsedown)
379         {
380                 if (down)
381                         val = 0;        //      I_Error ();
382                 else
383                         val = 0;        // released this frame
384         }
385         if (!impulsedown && !impulseup)
386         {
387                 if (down)
388                         val = 1.0;      // held the entire frame
389                 else
390                         val = 0;        // up the entire frame
391         }
392         if (impulsedown && impulseup)
393         {
394                 if (down)
395                         val = 0.75;     // released and re-pressed this frame
396                 else
397                         val = 0.25;     // pressed and released this frame
398         }
399
400         key->state &= 1;                // clear impulses
401
402         return val;
403 }
404
405
406
407
408 //==========================================================================
409
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
414
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
419
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
421
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
431 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
435 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
436 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
439
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
442
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444
445 cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
446 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)"};
447 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)"};
448 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)"};
449
450 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
451
452 extern cvar_t v_flipped;
453
454 /*
455 ================
456 CL_AdjustAngles
457
458 Moves the local angle positions
459 ================
460 */
461 void CL_AdjustAngles (void)
462 {
463         float   speed;
464         float   up, down;
465
466         if (in_speed.state & 1)
467                 speed = cl.realframetime * cl_anglespeedkey.value;
468         else
469                 speed = cl.realframetime;
470
471         if (!(in_strafe.state & 1))
472         {
473                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
474                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
475         }
476         if (in_klook.state & 1)
477         {
478                 V_StopPitchDrift ();
479                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
480                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
481         }
482
483         up = CL_KeyState (&in_lookup);
484         down = CL_KeyState(&in_lookdown);
485
486         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
487         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
488
489         if (up || down)
490                 V_StopPitchDrift ();
491
492         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
493         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
494         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
495         if (cl.viewangles[YAW] >= 180)
496                 cl.viewangles[YAW] -= 360;
497         if (cl.viewangles[PITCH] >= 180)
498                 cl.viewangles[PITCH] -= 360;
499         if (cl.viewangles[ROLL] >= 180)
500                 cl.viewangles[ROLL] -= 360;
501
502         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
503         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
504 }
505
506 qboolean cl_ignoremousemove = false;
507
508 /*
509 ================
510 CL_Input
511
512 Send the intended movement message to the server
513 ================
514 */
515 void CL_Input (void)
516 {
517         float mx, my;
518         static float old_mouse_x = 0, old_mouse_y = 0;
519
520         // clamp before the move to prevent starting with bad angles
521         CL_AdjustAngles ();
522
523         if(v_flipped.integer)
524                 cl.viewangles[YAW] = -cl.viewangles[YAW];
525
526         // reset some of the command fields
527         cl.cmd.forwardmove = 0;
528         cl.cmd.sidemove = 0;
529         cl.cmd.upmove = 0;
530
531         // get basic movement from keyboard
532         if (in_strafe.state & 1)
533         {
534                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
535                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
536         }
537
538         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
539         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
540
541         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
542         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
543
544         if (! (in_klook.state & 1) )
545         {
546                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
547                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
548         }
549
550         // adjust for speed key
551         if (in_speed.state & 1)
552         {
553                 cl.cmd.forwardmove *= cl_movespeedkey.value;
554                 cl.cmd.sidemove *= cl_movespeedkey.value;
555                 cl.cmd.upmove *= cl_movespeedkey.value;
556         }
557
558         in_mouse_x = 0;
559         in_mouse_y = 0;
560
561         // allow mice or other external controllers to add to the move
562         IN_Move ();
563
564         // ignore a mouse move if mouse was activated/deactivated this frame
565         if (cl_ignoremousemove)
566         {
567                 cl_ignoremousemove = false;
568                 in_mouse_x = 0;
569                 in_mouse_y = 0;
570         }
571
572         // apply m_filter if it is on
573         mx = in_mouse_x;
574         my = in_mouse_y;
575         if (m_filter.integer)
576         {
577                 in_mouse_x = (mx + old_mouse_x) * 0.5;
578                 in_mouse_y = (my + old_mouse_y) * 0.5;
579         }
580         old_mouse_x = mx;
581         old_mouse_y = my;
582
583         // if not in menu, apply mouse move to viewangles/movement
584         if (!cl.csqc_wantsmousemove && in_client_mouse)
585         {
586                 if (cl_prydoncursor.integer)
587                 {
588                         // mouse interacting with the scene, mostly stationary view
589                         V_StopPitchDrift();
590                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
591                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
592                 }
593                 else if (in_strafe.state & 1)
594                 {
595                         // strafing mode, all looking is movement
596                         V_StopPitchDrift();
597                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
598                         if (noclip_anglehack)
599                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
600                         else
601                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
602                 }
603                 else if ((in_mlook.state & 1) || freelook.integer)
604                 {
605                         // mouselook, lookstrafe causes turning to become strafing
606                         V_StopPitchDrift();
607                         if (lookstrafe.integer)
608                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
609                         else
610                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
611                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
612                 }
613                 else
614                 {
615                         // non-mouselook, yaw turning and forward/back movement
616                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
617                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
618                 }
619         }
620
621         if(v_flipped.integer)
622         {
623                 cl.viewangles[YAW] = -cl.viewangles[YAW];
624                 cl.cmd.sidemove = -cl.cmd.sidemove;
625         }
626
627         // clamp after the move to prevent rendering with bad angles
628         CL_AdjustAngles ();
629 }
630
631 #include "cl_collision.h"
632
633 void CL_UpdatePrydonCursor(void)
634 {
635         vec3_t temp;
636
637         if (!cl_prydoncursor.integer)
638                 VectorClear(cl.cmd.cursor_screen);
639
640         /*
641         if (cl.cmd.cursor_screen[0] < -1)
642         {
643                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
644                 cl.cmd.cursor_screen[0] = -1;
645         }
646         if (cl.cmd.cursor_screen[0] > 1)
647         {
648                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
649                 cl.cmd.cursor_screen[0] = 1;
650         }
651         if (cl.cmd.cursor_screen[1] < -1)
652         {
653                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
654                 cl.cmd.cursor_screen[1] = -1;
655         }
656         if (cl.cmd.cursor_screen[1] > 1)
657         {
658                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
659                 cl.cmd.cursor_screen[1] = 1;
660         }
661         */
662         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
663         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
664         cl.cmd.cursor_screen[2] = 1;
665
666         // calculate current view matrix
667         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
668         // calculate direction vector of cursor in viewspace by using frustum slopes
669         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);
670         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
671         // trace from view origin to the cursor
672         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);
673 }
674
675 void CL_ClientMovement_ExpireOldMoves(void)
676 {
677         int i;
678         int n;
679         // remove stale queue items
680         n = cl.movement_numqueue;
681         cl.movement_numqueue = 0;
682         if (cls.servermovesequence)
683         {
684                 for (i = 0;i < n;i++)
685                 {
686                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
687                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
688                         else
689                                 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
690                 }
691         }
692 }
693
694 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
695 {
696         // if time has not advanced, do nothing
697         if (cl.movecmd[0].msec <= 0)
698                 return;
699         // add to input queue if there is room
700         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
701         {
702                 // add to input queue
703                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
704                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
705                 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
706                 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
707                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
708                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
709                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
710                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
711                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
712                 cl.movement_numqueue++;
713         }
714
715         cl.movement_replay = true;
716 }
717
718 typedef enum waterlevel_e
719 {
720         WATERLEVEL_NONE,
721         WATERLEVEL_WETFEET,
722         WATERLEVEL_SWIMMING,
723         WATERLEVEL_SUBMERGED
724 }
725 waterlevel_t;
726
727 typedef struct cl_clientmovement_state_s
728 {
729         // position
730         vec3_t origin;
731         vec3_t velocity;
732         // current bounding box (different if crouched vs standing)
733         vec3_t mins;
734         vec3_t maxs;
735         // currently on the ground
736         qboolean onground;
737         // currently crouching
738         qboolean crouched;
739         // what kind of water (SUPERCONTENTS_LAVA for instance)
740         int watertype;
741         // how deep
742         waterlevel_t waterlevel;
743         // weird hacks when jumping out of water
744         // (this is in seconds and counts down to 0)
745         float waterjumptime;
746
747         // user command
748         client_movementqueue_t q;
749 }
750 cl_clientmovement_state_t;
751
752 #define NUMOFFSETS 27
753 static vec3_t offsets[NUMOFFSETS] =
754 {
755 // 1 no nudge (just return the original if this test passes)
756         { 0.000,  0.000,  0.000},
757 // 6 simple nudges
758         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
759         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
760         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
761 // 4 diagonal flat nudges
762         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
763         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
764 // 8 diagonal upward nudges
765         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
766         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
767         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
768         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
769 // 8 diagonal downward nudges
770         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
771         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
772         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
773         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
774 };
775
776 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
777 {
778         int i;
779         vec3_t neworigin;
780         for (i = 0;i < NUMOFFSETS;i++)
781         {
782                 VectorAdd(offsets[i], s->origin, neworigin);
783                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
784                 {
785                         VectorCopy(neworigin, s->origin);
786                         return true;
787                 }
788         }
789         // if all offsets failed, give up
790         return false;
791 }
792
793 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
794 {
795         vec3_t origin1, origin2;
796         trace_t trace;
797
798         // make sure player is not stuck
799         CL_ClientMovement_Unstick(s);
800
801         // set crouched
802         if (s->q.crouch)
803         {
804                 // wants to crouch, this always works..
805                 if (!s->crouched)
806                         s->crouched = true;
807         }
808         else
809         {
810                 // wants to stand, if currently crouching we need to check for a
811                 // low ceiling first
812                 if (s->crouched)
813                 {
814                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
815                         if (!trace.startsolid)
816                                 s->crouched = false;
817                 }
818         }
819         if (s->crouched)
820         {
821                 VectorCopy(cl.playercrouchmins, s->mins);
822                 VectorCopy(cl.playercrouchmaxs, s->maxs);
823         }
824         else
825         {
826                 VectorCopy(cl.playerstandmins, s->mins);
827                 VectorCopy(cl.playerstandmaxs, s->maxs);
828         }
829
830         // set onground
831         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
832         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
833         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
834         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
835
836         // set watertype/waterlevel
837         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
838         s->waterlevel = WATERLEVEL_NONE;
839         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
840         if (s->watertype)
841         {
842                 s->waterlevel = WATERLEVEL_WETFEET;
843                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
844                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
845                 {
846                         s->waterlevel = WATERLEVEL_SWIMMING;
847                         origin1[2] = s->origin[2] + 22;
848                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
849                                 s->waterlevel = WATERLEVEL_SUBMERGED;
850                 }
851         }
852
853         // water jump prediction
854         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
855                 s->waterjumptime = 0;
856 }
857
858 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
859 {
860         int bump;
861         double t;
862         vec_t f;
863         vec3_t neworigin;
864         vec3_t currentorigin2;
865         vec3_t neworigin2;
866         vec3_t primalvelocity;
867         trace_t trace;
868         trace_t trace2;
869         trace_t trace3;
870         CL_ClientMovement_UpdateStatus(s);
871         VectorCopy(s->velocity, primalvelocity);
872         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
873         {
874                 VectorMA(s->origin, t, s->velocity, neworigin);
875                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
876                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
877                 {
878                         // may be a step or wall, try stepping up
879                         // first move forward at a higher level
880                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
881                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
882                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
883                         if (!trace2.startsolid)
884                         {
885                                 // then move down from there
886                                 VectorCopy(trace2.endpos, currentorigin2);
887                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
888                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889                                 //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]);
890                                 // accept the new trace if it made some progress
891                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
892                                 {
893                                         trace = trace2;
894                                         VectorCopy(trace3.endpos, trace.endpos);
895                                 }
896                         }
897                 }
898
899                 // check if it moved at all
900                 if (trace.fraction >= 0.001)
901                         VectorCopy(trace.endpos, s->origin);
902
903                 // check if it moved all the way
904                 if (trace.fraction == 1)
905                         break;
906
907                 //if (trace.plane.normal[2] > 0.7)
908                 //      s->onground = true;
909
910                 t -= t * trace.fraction;
911
912                 f = DotProduct(s->velocity, trace.plane.normal);
913                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
914         }
915         if (s->waterjumptime > 0)
916                 VectorCopy(primalvelocity, s->velocity);
917 }
918
919
920 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
921 {
922         vec_t wishspeed;
923         vec_t f;
924         vec3_t wishvel;
925         vec3_t wishdir;
926
927         // water jump only in certain situations
928         // this mimics quakeworld code
929         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
930         {
931                 vec3_t forward;
932                 vec3_t yawangles;
933                 vec3_t spot;
934                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
935                 AngleVectors(yawangles, forward, NULL, NULL);
936                 VectorMA(s->origin, 24, forward, spot);
937                 spot[2] += 8;
938                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
939                 {
940                         spot[2] += 24;
941                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
942                         {
943                                 VectorScale(forward, 50, s->velocity);
944                                 s->velocity[2] = 310;
945                                 s->waterjumptime = 2;
946                                 s->onground = false;
947                                 s->q.canjump = false;
948                         }
949                 }
950         }
951
952         if (!VectorLength2(s->q.move))
953         {
954                 // drift towards bottom
955                 VectorSet(wishvel, 0, 0, -60);
956         }
957         else
958         {
959                 // swim
960                 vec3_t forward;
961                 vec3_t right;
962                 vec3_t up;
963                 // calculate movement vector
964                 AngleVectors(s->q.viewangles, forward, right, up);
965                 VectorSet(up, 0, 0, 1);
966                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
967         }
968
969         // split wishvel into wishspeed and wishdir
970         wishspeed = VectorLength(wishvel);
971         if (wishspeed)
972                 VectorScale(wishvel, 1 / wishspeed, wishdir);
973         else
974                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
975         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
976
977         if (s->crouched)
978                 wishspeed *= 0.5;
979
980         if (s->waterjumptime <= 0)
981         {
982                 // water friction
983                 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
984                 f = bound(0, f, 1);
985                 VectorScale(s->velocity, f, s->velocity);
986
987                 // water acceleration
988                 f = wishspeed - DotProduct(s->velocity, wishdir);
989                 if (f > 0)
990                 {
991                         f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
992                         VectorMA(s->velocity, f, wishdir, s->velocity);
993                 }
994
995                 // holding jump button swims upward slowly
996                 if (s->q.jump)
997                 {
998                         if (s->watertype & SUPERCONTENTS_LAVA)
999                                 s->velocity[2] =  50;
1000                         else if (s->watertype & SUPERCONTENTS_SLIME)
1001                                 s->velocity[2] =  80;
1002                         else
1003                         {
1004                                 if (gamemode == GAME_NEXUIZ)
1005                                         s->velocity[2] = 200;
1006                                 else
1007                                         s->velocity[2] = 100;
1008                         }
1009                 }
1010         }
1011
1012         CL_ClientMovement_Move(s);
1013 }
1014
1015 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1016 {
1017         vec_t friction;
1018         vec_t wishspeed;
1019         vec_t addspeed;
1020         vec_t accelspeed;
1021         vec_t f;
1022         vec3_t forward;
1023         vec3_t right;
1024         vec3_t up;
1025         vec3_t wishvel;
1026         vec3_t wishdir;
1027         vec3_t yawangles;
1028         trace_t trace;
1029
1030         // jump if on ground with jump button pressed but only if it has been
1031         // released at least once since the last jump
1032         if (s->q.jump)
1033         {
1034                 if (s->onground && (s->q.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1035                 {
1036                         s->velocity[2] += cl.movevars_jumpvelocity;
1037                         s->onground = false;
1038                         s->q.canjump = false;
1039                 }
1040         }
1041         else
1042                 s->q.canjump = true;
1043
1044         // calculate movement vector
1045         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1046         AngleVectors(yawangles, forward, right, up);
1047         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1048
1049         // split wishvel into wishspeed and wishdir
1050         wishspeed = VectorLength(wishvel);
1051         if (wishspeed)
1052                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1053         else
1054                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1055         wishspeed = min(wishspeed, cl.movevars_maxspeed);
1056         if (s->crouched)
1057                 wishspeed *= 0.5;
1058
1059         // check if onground
1060         if (s->onground)
1061         {
1062                 // apply edge friction
1063                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1064                 friction = cl.movevars_friction;
1065                 if (f > 0 && cl.movevars_edgefriction != 1)
1066                 {
1067                         vec3_t neworigin2;
1068                         vec3_t neworigin3;
1069                         // note: QW uses the full player box for the trace, and yet still
1070                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1071                         // this mimics it for compatibility
1072                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1073                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1074                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1075                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1076                         else
1077                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1078                         if (trace.fraction == 1 && !trace.startsolid)
1079                                 friction *= cl.movevars_edgefriction;
1080                 }
1081                 // apply ground friction
1082                 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1083                 f = max(f, 0);
1084                 VectorScale(s->velocity, f, s->velocity);
1085                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1086                 if (addspeed > 0)
1087                 {
1088                         accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1089                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1090                 }
1091                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1092                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1093                         s->velocity[2] = 0;
1094                 if (VectorLength2(s->velocity))
1095                         CL_ClientMovement_Move(s);
1096         }
1097         else
1098         {
1099                 if (s->waterjumptime <= 0)
1100                 {
1101                         vec_t f;
1102                         vec_t vel_straight;
1103                         vec_t vel_z;
1104                         vec3_t vel_perpend;
1105
1106                         // apply air speed limit
1107                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1108
1109                         /*
1110                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1111                         if (addspeed > 0)
1112                         {
1113                                 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1114                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1115                         }
1116                         */
1117
1118                         vel_straight = DotProduct(s->velocity, wishdir);
1119                         vel_z = s->velocity[2];
1120                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1121                         vel_perpend[2] -= vel_z;
1122
1123                         f = wishspeed - vel_straight;
1124                         if(f > 0)
1125                                 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1126                         if(wishspeed > 0)
1127                                 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1128
1129                         VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1130
1131                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1132                         s->velocity[2] += vel_z;
1133                 }
1134                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1135                 CL_ClientMovement_Move(s);
1136         }
1137 }
1138
1139 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1140 {
1141         //Con_Printf(" %f", frametime);
1142         if (!s->q.jump)
1143                 s->q.canjump = true;
1144         s->waterjumptime -= s->q.frametime;
1145         CL_ClientMovement_UpdateStatus(s);
1146         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1147                 CL_ClientMovement_Physics_Swim(s);
1148         else
1149                 CL_ClientMovement_Physics_Walk(s);
1150 }
1151
1152 extern cvar_t slowmo;
1153 void CL_UpdateMoveVars(void)
1154 {
1155         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1156                 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
1157         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1158         {
1159                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1160                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1161                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1162                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1163                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1164                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1165                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1166                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1167                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1168                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1169                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1170                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1171                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1172                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1173                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1174                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1175                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1176                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1177                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1178         }
1179         else
1180         {
1181                 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1182                 cl.movevars_timescale = slowmo.value;
1183                 cl.movevars_gravity = sv_gravity.value;
1184                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1185                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1186                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1187                 cl.movevars_accelerate = cl_movement_accelerate.value;
1188                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1189                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1190                 cl.movevars_friction = cl_movement_friction.value;
1191                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1192                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1193                 cl.movevars_entgravity = 1;
1194                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1195                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1196                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1197                 cl.movevars_stepheight = cl_movement_stepheight.value;
1198                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1199                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1200         }
1201 }
1202
1203 void CL_ClientMovement_Replay(void)
1204 {
1205         int i;
1206         qboolean canjump;
1207         double totalmovetime;
1208         cl_clientmovement_state_t s;
1209
1210         CL_ClientMovement_ExpireOldMoves();
1211
1212         // set up starting state for the series of moves
1213         memset(&s, 0, sizeof(s));
1214         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1215         VectorCopy(cl.mvelocity[0], s.velocity);
1216         s.crouched = true; // will be updated on first move
1217         //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]);
1218
1219         totalmovetime = 0;
1220         for (i = 0;i < cl.movement_numqueue - 1;i++)
1221                 totalmovetime += cl.movement_queue[i].frametime;
1222         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);
1223         //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);
1224         if (cl.movement_predicted)
1225         {
1226                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1227
1228                 // replay the input queue to predict current location
1229                 // note: this relies on the fact there's always one queue item at the end
1230
1231                 canjump = cl.movement_replay_canjump;
1232                 for (i = 0;i < cl.movement_numqueue;i++)
1233                 {
1234                         s.q = cl.movement_queue[i];
1235                         s.q.canjump = canjump;
1236                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1237                         if (s.q.frametime > 0.05)
1238                         {
1239                                 s.q.frametime *= 0.5;
1240                                 CL_ClientMovement_PlayerMove(&s);
1241                         }
1242                         CL_ClientMovement_PlayerMove(&s);
1243                         canjump = cl.movement_queue[i].canjump = s.q.canjump;
1244                 }
1245         }
1246         else
1247         {
1248                 // get the first movement queue entry to know whether to crouch and such
1249                 s.q = cl.movement_queue[0];
1250         }
1251         CL_ClientMovement_UpdateStatus(&s);
1252
1253         if (cl.movement_replay)
1254         {
1255                 cl.movement_replay = false;
1256                 // update interpolation timestamps if time has passed
1257                 if (cl.movement_time[0] != cl.movecmd[0].time)
1258                 {
1259                         cl.movement_time[1] = cl.movement_time[0];
1260                         cl.movement_time[0] = cl.movecmd[0].time;
1261                         cl.movement_time[2] = cl.time;
1262                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1263                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1264                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1265                 }
1266
1267                 // update the interpolation target position and velocity
1268                 VectorCopy(s.origin, cl.movement_origin);
1269                 VectorCopy(s.velocity, cl.movement_velocity);
1270         }
1271
1272         // update the onground flag if appropriate
1273         if (cl.movement_predicted)
1274         {
1275                 // when predicted we simply set the flag according to the UpdateStatus
1276                 cl.onground = s.onground;
1277         }
1278         else
1279         {
1280                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1281                 // an update packet is received, but can be forced on here to hide
1282                 // server inconsistencies in the onground flag
1283                 // (which mostly occur when stepping up stairs at very high framerates
1284                 //  where after the step up the move continues forward and not
1285                 //  downward so the ground is not detected)
1286                 //
1287                 // such onground inconsistencies can cause jittery gun bobbing and
1288                 // stair smoothing, so we set onground if UpdateStatus says so
1289                 if (s.onground)
1290                         cl.onground = true;
1291         }
1292
1293         // react to onground state changes (for gun bob)
1294         if (cl.onground)
1295         {
1296                 if (!cl.oldonground)
1297                         cl.hitgroundtime = cl.movecmd[0].time;
1298                 cl.lastongroundtime = cl.movecmd[0].time;
1299         }
1300         cl.oldonground = cl.onground;
1301 }
1302
1303 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1304 {
1305         int bits;
1306
1307         bits = 0;
1308         if (to->viewangles[0] != from->viewangles[0])
1309                 bits |= QW_CM_ANGLE1;
1310         if (to->viewangles[1] != from->viewangles[1])
1311                 bits |= QW_CM_ANGLE2;
1312         if (to->viewangles[2] != from->viewangles[2])
1313                 bits |= QW_CM_ANGLE3;
1314         if (to->forwardmove != from->forwardmove)
1315                 bits |= QW_CM_FORWARD;
1316         if (to->sidemove != from->sidemove)
1317                 bits |= QW_CM_SIDE;
1318         if (to->upmove != from->upmove)
1319                 bits |= QW_CM_UP;
1320         if (to->buttons != from->buttons)
1321                 bits |= QW_CM_BUTTONS;
1322         if (to->impulse != from->impulse)
1323                 bits |= QW_CM_IMPULSE;
1324
1325         MSG_WriteByte(buf, bits);
1326         if (bits & QW_CM_ANGLE1)
1327                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1328         if (bits & QW_CM_ANGLE2)
1329                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1330         if (bits & QW_CM_ANGLE3)
1331                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1332         if (bits & QW_CM_FORWARD)
1333                 MSG_WriteShort(buf, to->forwardmove);
1334         if (bits & QW_CM_SIDE)
1335                 MSG_WriteShort(buf, to->sidemove);
1336         if (bits & QW_CM_UP)
1337                 MSG_WriteShort(buf, to->upmove);
1338         if (bits & QW_CM_BUTTONS)
1339                 MSG_WriteByte(buf, to->buttons);
1340         if (bits & QW_CM_IMPULSE)
1341                 MSG_WriteByte(buf, to->impulse);
1342         MSG_WriteByte(buf, to->msec);
1343 }
1344
1345 /*
1346 ==============
1347 CL_SendMove
1348 ==============
1349 */
1350 usercmd_t nullcmd; // for delta compression of qw moves
1351 void CL_SendMove(void)
1352 {
1353         int i, j, packetloss;
1354         int bits;
1355         sizebuf_t buf;
1356         unsigned char data[1024];
1357         static double lastsendtime = 0;
1358         double packettime;
1359         int msecdelta;
1360
1361         CL_ClientMovement_ExpireOldMoves();
1362
1363         // if playing a demo, do nothing
1364         if (!cls.netcon)
1365                 return;
1366
1367         // don't send too often or else network connections can get clogged by a high renderer framerate
1368         packettime = cl.movevars_ticrate;
1369         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1370                 packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
1371         // send input every frame in singleplayer
1372         if (cl.islocalgame)
1373                 packettime = 0;
1374         // quakeworld servers take only frametimes
1375         // predicted dp7 servers take current interpolation time
1376         // unpredicted servers take an echo of the latest server timestamp
1377         cl.cmd.time = cl.time;
1378         cl.cmd.sequence = cls.movesequence;
1379         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1380         {
1381                 if (realtime < lastsendtime + packettime)
1382                         return;
1383                 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1384         }
1385         else
1386         {
1387                 // movement should be sent immediately whenever a server
1388                 // packet is received, to minimize ping times
1389                 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1390                         return;
1391         }
1392
1393         // don't let it fall behind if CL_SendMove hasn't been called recently
1394         // (such is the case when framerate is too low for instance)
1395         lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1396         // set the flag indicating that we sent a packet recently
1397         cl.movement_needupdate = false;
1398
1399         buf.maxsize = sizeof(data);
1400         buf.cursize = 0;
1401         buf.data = data;
1402
1403         // conditions for sending a move:
1404         // if the move advances time or if the game is paused (in which case time
1405         // is not advancing)
1406         // don't send a new input packet if the connection is still saturated from
1407         // the last one (or chat messages, etc)
1408         // note: this behavior comes from QW
1409         if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1410                 return;
1411
1412         // increase the move counter since we intend to send a move
1413         cls.movesequence++;
1414
1415         // send the movement message
1416         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1417         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1418         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1419         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1420         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1421         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1422         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1423         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1424         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1425         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1426         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1427
1428         // set prydon cursor info
1429         CL_UpdatePrydonCursor();
1430
1431         // set button bits
1432         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1433         bits = 0;
1434         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1435         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1436         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1437         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1438         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1439         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1440         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1441         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1442         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1443         if (key_dest != key_game || key_consoleactive) bits |= 512;
1444         if (cl_prydoncursor.integer) bits |= 1024;
1445         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1446         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1447         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1448         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1449         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1450         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1451         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1452         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1453         // button bits 19-31 unused currently
1454         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1455         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1456         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1457         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1458         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1459         cl.cmd.buttons = bits;
1460
1461         // set impulse
1462         cl.cmd.impulse = in_impulse;
1463         in_impulse = 0;
1464
1465         // movement is set by input code (forwardmove/sidemove/upmove)
1466
1467         // set viewangles
1468         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1469
1470         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1471         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1472         // ridiculous value rejection (matches qw)
1473         if (cl.cmd.msec > 250)
1474                 cl.cmd.msec = 100;
1475
1476         cl.cmd.predicted = cl_movement.integer;
1477
1478         // always dump the first two messages, because they may contain leftover inputs from the last level
1479         if (cl.cmd.sequence <= 2)
1480                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1481
1482         // update the cl.movecmd array which holds the most recent moves
1483         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1484                 cl.movecmd[i] = cl.movecmd[i-1];
1485         cl.movecmd[0] = cl.cmd;
1486
1487         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1488         {
1489                 int checksumindex;
1490
1491                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1492
1493                 MSG_WriteByte(&buf, qw_clc_move);
1494                 // save the position for a checksum byte
1495                 checksumindex = buf.cursize;
1496                 MSG_WriteByte(&buf, 0);
1497                 // packet loss percentage
1498                 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1499                         if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1500                                 packetloss++;
1501                 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1502                 MSG_WriteByte(&buf, packetloss);
1503                 // write most recent 3 moves
1504                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1505                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1506                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1507                 // calculate the checksum
1508                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1509                 // if delta compression history overflows, request no delta
1510                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1511                         cl.qw_validsequence = 0;
1512                 // request delta compression if appropriate
1513                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1514                 {
1515                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1516                         MSG_WriteByte(&buf, qw_clc_delta);
1517                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1518                 }
1519                 else
1520                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1521         }
1522         else if (cls.signon == SIGNONS)
1523         {
1524                 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)
1525                 {
1526                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1527
1528                         // 5 bytes
1529                         MSG_WriteByte (&buf, clc_move);
1530                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1531                         // 3 bytes
1532                         for (i = 0;i < 3;i++)
1533                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1534                         // 6 bytes
1535                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1536                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1537                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1538                         // 2 bytes
1539                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1540                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1541                 }
1542                 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1543                 {
1544                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1545
1546                         // 5 bytes
1547                         MSG_WriteByte (&buf, clc_move);
1548                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1549                         // 12 bytes
1550                         for (i = 0;i < 3;i++)
1551                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1552                         // 6 bytes
1553                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1554                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1555                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1556                         // 2 bytes
1557                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1558                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1559                 }
1560                 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1561                 {
1562                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1563
1564                         // 5 bytes
1565                         MSG_WriteByte (&buf, clc_move);
1566                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1567                         // 6 bytes
1568                         for (i = 0;i < 3;i++)
1569                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1570                         // 6 bytes
1571                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1572                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1573                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1574                         // 2 bytes
1575                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1576                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1577                 }
1578                 else if (cls.signon == SIGNONS)
1579                 {
1580                         int maxusercmds;
1581                         usercmd_t *cmd;
1582
1583                         // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1584                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1585
1586                         // set the maxusercmds variable to limit how many should be sent
1587                         maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1588                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1589                         if (!cl.cmd.predicted)
1590                                 maxusercmds = 1;
1591
1592                         // send the latest moves in order, the old ones will be
1593                         // ignored by the server harmlessly, however if the previous
1594                         // packets were lost these moves will be used
1595                         //
1596                         // this reduces packet loss impact on gameplay.
1597                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1598                         {
1599                                 // don't repeat any stale moves
1600                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1601                                         continue;
1602                                 // 5/9 bytes
1603                                 MSG_WriteByte (&buf, clc_move);
1604                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1605                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1606                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1607                                 // 6 bytes
1608                                 for (i = 0;i < 3;i++)
1609                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1610                                 // 6 bytes
1611                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1612                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1613                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1614                                 // 5 bytes
1615                                 MSG_WriteLong (&buf, cmd->buttons);
1616                                 MSG_WriteByte (&buf, cmd->impulse);
1617                                 // PRYDON_CLIENTCURSOR
1618                                 // 30 bytes
1619                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1620                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1621                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1622                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1623                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1624                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1625                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1626                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1627                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1628                         }
1629                 }
1630         }
1631
1632         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1633         {
1634                 // ack the last few frame numbers
1635                 // (redundent to improve handling of client->server packet loss)
1636                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1637                 for (i = 0;i < LATESTFRAMENUMS;i++)
1638                 {
1639                         if (cl.latestframenums[i] > 0)
1640                         {
1641                                 if (developer_networkentities.integer >= 10)
1642                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1643                                 MSG_WriteByte(&buf, clc_ackframe);
1644                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1645                         }
1646                 }
1647         }
1648
1649         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1650         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1651
1652         // acknowledge any recently received data blocks
1653         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1654         {
1655                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1656                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1657                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1658                 cls.dp_downloadack[i].start = 0;
1659                 cls.dp_downloadack[i].size = 0;
1660         }
1661
1662         // send the reliable message (forwarded commands) if there is one
1663         if (buf.cursize || cls.netcon->message.cursize)
1664                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1665
1666         if (cls.netcon->message.overflowed)
1667         {
1668                 Con_Print("CL_SendMove: lost server connection\n");
1669                 CL_Disconnect();
1670                 Host_ShutdownServer();
1671         }
1672 }
1673
1674 /*
1675 ============
1676 CL_InitInput
1677 ============
1678 */
1679 void CL_InitInput (void)
1680 {
1681         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1682         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1683         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1684         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1685         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1686         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1687         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1688         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1689         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1690         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1691         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1692         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1693         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1694         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1695         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1696         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1697         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1698         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1699         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1700         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1701         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1702         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1703         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1704         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1705         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1706         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1707         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1708         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1709         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1710         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1711         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1712         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1713         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1714
1715         // LordHavoc: added use button
1716         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1717         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1718
1719         // LordHavoc: added 6 new buttons
1720         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1721         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1722         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1723         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1724         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1725         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1726         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1727         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1728         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1729         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1730         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1731         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1732         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1733         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1734         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1735         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1736         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1737         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1738         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1739         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1740         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1741         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1742         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1743         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1744         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1745         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1746         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1747         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1748
1749         // LordHavoc: added bestweapon command
1750         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)");
1751         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");
1752         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1753
1754         Cvar_RegisterVariable(&cl_movement);
1755         Cvar_RegisterVariable(&cl_movement_minping);
1756         Cvar_RegisterVariable(&cl_movement_track_canjump);
1757         Cvar_RegisterVariable(&cl_movement_maxspeed);
1758         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1759         Cvar_RegisterVariable(&cl_movement_stopspeed);
1760         Cvar_RegisterVariable(&cl_movement_friction);
1761         Cvar_RegisterVariable(&cl_movement_wallfriction);
1762         Cvar_RegisterVariable(&cl_movement_waterfriction);
1763         Cvar_RegisterVariable(&cl_movement_edgefriction);
1764         Cvar_RegisterVariable(&cl_movement_stepheight);
1765         Cvar_RegisterVariable(&cl_movement_accelerate);
1766         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1767         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1768         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1769         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1770         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1771
1772         Cvar_RegisterVariable(&in_pitch_min);
1773         Cvar_RegisterVariable(&in_pitch_max);
1774         Cvar_RegisterVariable(&m_filter);
1775
1776         Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
1777         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1778         Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
1779         Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1780
1781         Cvar_RegisterVariable(&cl_nodelta);
1782 }
1783