made darkplaces able to compile as C++ again, and fixed all conversion warnings when...
[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 /*
201 ===============
202 CL_KeyState
203
204 Returns 0.25 if a key was pressed and released during the frame,
205 0.5 if it was pressed and held
206 0 if held then released, and
207 1.0 if held for the entire time
208 ===============
209 */
210 float CL_KeyState (kbutton_t *key)
211 {
212         float           val;
213         qboolean        impulsedown, impulseup, down;
214
215         impulsedown = key->state & 2;
216         impulseup = key->state & 4;
217         down = key->state & 1;
218         val = 0;
219
220         if (impulsedown && !impulseup)
221         {
222                 if (down)
223                         val = 0.5;      // pressed and held this frame
224                 else
225                         val = 0;        //      I_Error ();
226         }
227         if (impulseup && !impulsedown)
228         {
229                 if (down)
230                         val = 0;        //      I_Error ();
231                 else
232                         val = 0;        // released this frame
233         }
234         if (!impulsedown && !impulseup)
235         {
236                 if (down)
237                         val = 1.0;      // held the entire frame
238                 else
239                         val = 0;        // up the entire frame
240         }
241         if (impulsedown && impulseup)
242         {
243                 if (down)
244                         val = 0.75;     // released and re-pressed this frame
245                 else
246                         val = 0.25;     // pressed and released this frame
247         }
248
249         key->state &= 1;                // clear impulses
250
251         return val;
252 }
253
254
255
256
257 //==========================================================================
258
259 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
260 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
261 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
262 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
263
264 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
265
266 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
267 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
268
269 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
270
271 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
272 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
273 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
274 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
275 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)"};
276 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
277 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)"};
278 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
279 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
280 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)"};
281 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
282 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
283
284 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
285 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
286
287 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
288
289 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
290
291 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
292
293
294 /*
295 ================
296 CL_AdjustAngles
297
298 Moves the local angle positions
299 ================
300 */
301 void CL_AdjustAngles (void)
302 {
303         float   speed;
304         float   up, down;
305
306         if (in_speed.state & 1)
307                 speed = host_realframetime * cl_anglespeedkey.value;
308         else
309                 speed = host_realframetime;
310
311         if (!(in_strafe.state & 1))
312         {
313                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
314                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
315         }
316         if (in_klook.state & 1)
317         {
318                 V_StopPitchDrift ();
319                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
320                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
321         }
322
323         up = CL_KeyState (&in_lookup);
324         down = CL_KeyState(&in_lookdown);
325
326         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
327         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
328
329         if (up || down)
330                 V_StopPitchDrift ();
331
332         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
333         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
334         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
335         if (cl.viewangles[YAW] >= 180)
336                 cl.viewangles[YAW] -= 360;
337         if (cl.viewangles[PITCH] >= 180)
338                 cl.viewangles[PITCH] -= 360;
339         if (cl.viewangles[ROLL] >= 180)
340                 cl.viewangles[ROLL] -= 360;
341
342         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
343         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
344 }
345
346 qboolean cl_ignoremousemove = false;
347
348 /*
349 ================
350 CL_Move
351
352 Send the intended movement message to the server
353 ================
354 */
355 void CL_Move (void)
356 {
357         float mx, my;
358         static float old_mouse_x = 0, old_mouse_y = 0;
359
360         // clamp before the move to prevent starting with bad angles
361         CL_AdjustAngles ();
362
363         // reset some of the command fields
364         cl.cmd.forwardmove = 0;
365         cl.cmd.sidemove = 0;
366         cl.cmd.upmove = 0;
367
368         // get basic movement from keyboard
369         if (in_strafe.state & 1)
370         {
371                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
372                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
373         }
374
375         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
376         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
377
378         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
379         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
380
381         if (! (in_klook.state & 1) )
382         {
383                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
384                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
385         }
386
387         // adjust for speed key
388         if (in_speed.state & 1)
389         {
390                 cl.cmd.forwardmove *= cl_movespeedkey.value;
391                 cl.cmd.sidemove *= cl_movespeedkey.value;
392                 cl.cmd.upmove *= cl_movespeedkey.value;
393         }
394
395         in_mouse_x = 0;
396         in_mouse_y = 0;
397
398         // allow mice or other external controllers to add to the move
399         IN_Move ();
400
401         // ignore a mouse move if mouse was activated/deactivated this frame
402         if (cl_ignoremousemove)
403         {
404                 cl_ignoremousemove = false;
405                 in_mouse_x = 0;
406                 in_mouse_y = 0;
407         }
408
409         // apply m_filter if it is on
410         mx = in_mouse_x;
411         my = in_mouse_y;
412         if (m_filter.integer)
413         {
414                 in_mouse_x = (mx + old_mouse_x) * 0.5;
415                 in_mouse_y = (my + old_mouse_y) * 0.5;
416         }
417         old_mouse_x = mx;
418         old_mouse_y = my;
419
420         // if not in menu, apply mouse move to viewangles/movement
421         if (!cl.csqc_wantsmousemove && in_client_mouse)
422         {
423                 if (cl_prydoncursor.integer)
424                 {
425                         // mouse interacting with the scene, mostly stationary view
426                         V_StopPitchDrift();
427                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
428                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
429                 }
430                 else if (in_strafe.state & 1)
431                 {
432                         // strafing mode, all looking is movement
433                         V_StopPitchDrift();
434                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
435                         if (noclip_anglehack)
436                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
437                         else
438                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
439                 }
440                 else if ((in_mlook.state & 1) || freelook.integer)
441                 {
442                         // mouselook, lookstrafe causes turning to become strafing
443                         V_StopPitchDrift();
444                         if (lookstrafe.integer)
445                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
446                         else
447                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
448                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
449                 }
450                 else
451                 {
452                         // non-mouselook, yaw turning and forward/back movement
453                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
454                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
455                 }
456         }
457
458         // clamp after the move to prevent rendering with bad angles
459         CL_AdjustAngles ();
460 }
461
462 #include "cl_collision.h"
463
464 extern void V_CalcRefdef(void);
465 void CL_UpdatePrydonCursor(void)
466 {
467         vec3_t temp, scale;
468
469         if (!cl_prydoncursor.integer)
470                 VectorClear(cl.cmd.cursor_screen);
471
472         /*
473         if (cl.cmd.cursor_screen[0] < -1)
474         {
475                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
476                 cl.cmd.cursor_screen[0] = -1;
477         }
478         if (cl.cmd.cursor_screen[0] > 1)
479         {
480                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
481                 cl.cmd.cursor_screen[0] = 1;
482         }
483         if (cl.cmd.cursor_screen[1] < -1)
484         {
485                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
486                 cl.cmd.cursor_screen[1] = -1;
487         }
488         if (cl.cmd.cursor_screen[1] > 1)
489         {
490                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
491                 cl.cmd.cursor_screen[1] = 1;
492         }
493         */
494         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
495         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
496         cl.cmd.cursor_screen[2] = 1;
497
498         scale[0] = -r_refdef.frustum_x;
499         scale[1] = -r_refdef.frustum_y;
500         scale[2] = 1;
501
502         // trace distance
503         VectorScale(scale, 1000000, scale);
504
505         // calculate current view matrix
506         V_CalcRefdef();
507         VectorClear(temp);
508         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
509         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
510         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
511         // trace from view origin to the cursor
512         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, false);
513 }
514
515 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
516 {
517         int i;
518         int n;
519         // remove stale queue items
520         n = cl.movement_numqueue;
521         cl.movement_numqueue = 0;
522         if (cl.movement)
523         {
524                 for (i = 0;i < n;i++)
525                         if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
526                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
527                 // add to input queue if there is room
528                 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
529                 {
530                         // add to input queue
531                         cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
532                         cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
533                         cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec * 0.001;
534                         VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
535                         cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
536                         cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
537                         cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
538                         cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
539                         cl.movement_queue[cl.movement_numqueue].crouch = false;
540                         cl.movement_numqueue++;
541                 }
542         }
543         cl.movement_replay = true;
544 }
545
546 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
547 {
548         int i;
549         int n;
550         // remove stale queue items
551         n = cl.movement_numqueue;
552         cl.movement_numqueue = 0;
553         if (cl.movement)
554         {
555                 if (cl.servermovesequence)
556                 {
557                         for (i = 0;i < n;i++)
558                                 if (cl.movement_queue[i].sequence > cl.servermovesequence)
559                                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
560                 }
561                 else
562                 {
563                         double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
564                         for (i = 0;i < n;i++)
565                                 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
566                                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
567                 }
568                 // add to input queue if there is room
569                 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
570                 {
571                         // add to input queue
572                         cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
573                         cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
574                         cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
575                         VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
576                         cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
577                         cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
578                         cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
579                         cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
580                         cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
581                         cl.movement_numqueue++;
582                 }
583         }
584         cl.movement_replay = true;
585 }
586
587 void CL_ClientMovement_Replay(void)
588 {
589         int i;
590         int bump;
591         int contents;
592         int crouch;
593         int onground;
594         int canjump;
595         float movevars_gravity;
596         float movevars_stopspeed;
597         float movevars_maxspeed;
598         float movevars_spectatormaxspeed;
599         float movevars_accelerate;
600         float movevars_airaccelerate;
601         float movevars_wateraccelerate;
602         float movevars_friction;
603         float movevars_waterfriction;
604         float movevars_entgravity;
605         float movevars_jumpvelocity;
606         float movevars_edgefriction;
607         float movevars_maxairspeed;
608         float movevars_stepheight;
609         double edgefriction;
610         double frametime;
611         double t;
612         vec_t wishspeed;
613         vec_t addspeed;
614         vec_t accelspeed;
615         vec_t f;
616         vec_t *playermins;
617         vec_t *playermaxs;
618         vec3_t currentorigin;
619         vec3_t currentvelocity;
620         vec3_t forward;
621         vec3_t right;
622         vec3_t up;
623         vec3_t wishvel;
624         vec3_t wishdir;
625         vec3_t neworigin;
626         vec3_t currentorigin2;
627         vec3_t neworigin2;
628         vec3_t yawangles;
629         trace_t trace;
630         trace_t trace2;
631         trace_t trace3;
632
633
634         if (!cl.movement_replay)
635                 return;
636         cl.movement_replay = false;
637
638         if (cls.protocol == PROTOCOL_QUAKEWORLD)
639         {
640                 movevars_gravity = cl.qw_movevars_gravity;
641                 movevars_stopspeed = cl.qw_movevars_stopspeed;
642                 movevars_maxspeed = cl.qw_movevars_maxspeed;
643                 movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
644                 movevars_accelerate = cl.qw_movevars_accelerate;
645                 movevars_airaccelerate = cl.qw_movevars_airaccelerate;
646                 movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
647                 movevars_friction = cl.qw_movevars_friction;
648                 movevars_waterfriction = cl.qw_movevars_waterfriction;
649                 movevars_entgravity = cl.qw_movevars_entgravity;
650                 movevars_jumpvelocity = cl_movement_jumpvelocity.value;
651                 movevars_edgefriction = cl_movement_edgefriction.value;
652                 movevars_maxairspeed = cl_movement_maxairspeed.value;
653                 movevars_stepheight = cl_movement_stepheight.value;
654         }
655         else
656         {
657                 movevars_gravity = sv_gravity.value;
658                 movevars_stopspeed = cl_movement_stopspeed.value;
659                 movevars_maxspeed = cl_movement_maxspeed.value;
660                 movevars_spectatormaxspeed = cl_movement_maxspeed.value;
661                 movevars_accelerate = cl_movement_accelerate.value;
662                 movevars_airaccelerate = cl_movement_accelerate.value;
663                 movevars_wateraccelerate = cl_movement_accelerate.value;
664                 movevars_friction = cl_movement_friction.value;
665                 movevars_waterfriction = cl_movement_friction.value;
666                 movevars_entgravity = 1;
667                 movevars_jumpvelocity = cl_movement_jumpvelocity.value;
668                 movevars_edgefriction = cl_movement_edgefriction.value;
669                 movevars_maxairspeed = cl_movement_maxairspeed.value;
670                 movevars_stepheight = cl_movement_stepheight.value;
671         }
672
673         // fetch current starting values
674         VectorCopy(cl.entities[cl.playerentity].state_current.origin, currentorigin);
675         VectorCopy(cl.mvelocity[0], currentvelocity);
676         // FIXME: try minor nudges in various directions if startsolid to find a
677         // safe place to start the walk (due to network compression in some
678         // protocols this starts in solid)
679         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
680
681         // check if onground
682         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
683         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
684         if (cl.movement)
685         {
686                 trace = CL_TraceBox(currentorigin2, cl.playercrouchmins, cl.playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
687                 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
688                 crouch = false; // this will be updated on first move
689                 canjump = true;
690                 //Con_Printf("%f: ", cl.mtime[0]);
691
692                 // replay the input queue to predict current location
693                 // note: this relies on the fact there's always one queue item at the end
694
695                 for (i = 0;i < cl.movement_numqueue;i++)
696                 {
697                         client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
698                         frametime = q->frametime;
699                         //Con_Printf(" %f", frametime);
700                         //if (frametime > 0)
701                         {
702                                 if (q->crouch)
703                                 {
704                                         // wants to crouch, this always works...
705                                         if (!crouch)
706                                                 crouch = true;
707                                 }
708                                 else
709                                 {
710                                         // wants to stand, if currently crouching we need to check for a
711                                         // low ceiling first
712                                         if (crouch)
713                                         {
714                                                 trace = CL_TraceBox(currentorigin, cl.playerstandmins, cl.playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
715                                                 if (!trace.startsolid)
716                                                         crouch = false;
717                                         }
718                                 }
719                                 if (crouch)
720                                 {
721                                         playermins = cl.playercrouchmins;
722                                         playermaxs = cl.playercrouchmaxs;
723                                 }
724                                 else
725                                 {
726                                         playermins = cl.playerstandmins;
727                                         playermaxs = cl.playerstandmaxs;
728                                 }
729                                 // change velocity according to q->viewangles and q->move
730                                 contents = CL_PointSuperContents(currentorigin);
731                                 if (contents & SUPERCONTENTS_LIQUIDSMASK)
732                                 {
733                                         // swim
734                                         AngleVectors(q->viewangles, forward, right, up);
735                                         VectorSet(up, 0, 0, 1);
736                                         VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
737                                         wishspeed = VectorLength(wishvel);
738                                         if (wishspeed)
739                                                 VectorScale(wishvel, 1 / wishspeed, wishdir);
740                                         else
741                                                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
742                                         wishspeed = min(wishspeed, movevars_maxspeed) * 0.6;
743                                         if (crouch)
744                                                 wishspeed *= 0.5;
745                                         VectorScale(currentvelocity, (1 - frametime * movevars_waterfriction), currentvelocity);
746                                         f = wishspeed - DotProduct(currentvelocity, wishdir);
747                                         if (f > 0)
748                                         {
749                                                 f = min(f, movevars_wateraccelerate * frametime * wishspeed);
750                                                 VectorMA(currentvelocity, f, wishdir, currentvelocity);
751                                         }
752                                         if (q->jump)
753                                         {
754                                                 if (contents & SUPERCONTENTS_LAVA)
755                                                         currentvelocity[2] =  50;
756                                                 else if (contents & SUPERCONTENTS_SLIME)
757                                                         currentvelocity[2] =  80;
758                                                 else
759                                                 {
760                                                         if (gamemode == GAME_NEXUIZ)
761                                                                 currentvelocity[2] = 200;
762                                                         else
763                                                                 currentvelocity[2] = 100;
764                                                 }
765                                         }
766                                 }
767                                 else
768                                 {
769                                         // walk
770                                         if (onground && q->jump && canjump)
771                                         {
772                                                 currentvelocity[2] += movevars_jumpvelocity;
773                                                 onground = false;
774                                                 canjump = false;
775                                         }
776                                         if (!q->jump)
777                                                 canjump = true;
778                                         VectorSet(yawangles, 0, q->viewangles[1], 0);
779                                         AngleVectors(yawangles, forward, right, up);
780                                         VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
781                                         wishspeed = VectorLength(wishvel);
782                                         if (wishspeed)
783                                                 VectorScale(wishvel, 1 / wishspeed, wishdir);
784                                         else
785                                                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
786                                         wishspeed = min(wishspeed, movevars_maxspeed);
787                                         if (crouch)
788                                                 wishspeed *= 0.5;
789                                         // check if onground
790                                         if (onground)
791                                         {
792                                                 // apply ground friction
793                                                 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
794                                                 edgefriction = 1;
795                                                 if (f > 0)
796                                                 {
797                                                         VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
798                                                         VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
799                                                         trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
800                                                         if (trace.fraction == 1)
801                                                                 edgefriction = movevars_edgefriction;
802                                                 }
803                                                 // apply friction
804                                                 f = 1 - frametime * edgefriction * ((f < movevars_stopspeed) ? (movevars_stopspeed / f) : 1) * movevars_friction;
805                                                 f = max(f, 0);
806                                                 VectorScale(currentvelocity, f, currentvelocity);
807                                         }
808                                         else
809                                         {
810                                                 // apply air speed limit
811                                                 wishspeed = min(wishspeed, movevars_maxairspeed);
812                                         }
813                                         if (gamemode == GAME_NEXUIZ)
814                                                 addspeed = wishspeed;
815                                         else
816                                                 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
817                                         if (addspeed > 0)
818                                         {
819                                                 accelspeed = min(movevars_accelerate * frametime * wishspeed, addspeed);
820                                                 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
821                                         }
822                                         currentvelocity[2] -= cl_gravity.value * frametime;
823                                 }
824                         }
825                         //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
826                         {
827                                 if (crouch)
828                                 {
829                                         playermins = cl.playercrouchmins;
830                                         playermaxs = cl.playercrouchmaxs;
831                                 }
832                                 else
833                                 {
834                                         playermins = cl.playerstandmins;
835                                         playermaxs = cl.playerstandmaxs;
836                                 }
837                                 onground = false;
838                                 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
839                                 {
840                                         VectorMA(currentorigin, t, currentvelocity, neworigin);
841                                         trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
842                                         if (trace.fraction < 1 && trace.plane.normal[2] == 0)
843                                         {
844                                                 // may be a step or wall, try stepping up
845                                                 // first move forward at a higher level
846                                                 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + movevars_stepheight);
847                                                 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + movevars_stepheight);
848                                                 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
849                                                 // then move down from there
850                                                 VectorCopy(trace2.endpos, currentorigin2);
851                                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
852                                                 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
853                                                 //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]);
854                                                 // accept the new trace if it made some progress
855                                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
856                                                 {
857                                                         trace = trace2;
858                                                         VectorCopy(trace3.endpos, trace.endpos);
859                                                 }
860                                         }
861                                         if (trace.fraction == 1)
862                                         {
863                                                 VectorCopy(trace.endpos, currentorigin);
864                                                 break;
865                                         }
866                                         if (trace.plane.normal[2] > 0.7)
867                                                 onground = true;
868                                         t *= 1 - trace.fraction;
869                                         if (trace.fraction >= 0.001)
870                                                 VectorCopy(trace.endpos, currentorigin);
871                                         f = DotProduct(currentvelocity, trace.plane.normal);
872                                         VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
873                                 }
874                         }
875                 }
876                 // store replay location
877                 cl.onground = onground;
878         }
879         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
880         VectorCopy(currentorigin, cl.movement_origin);
881         VectorCopy(currentvelocity, cl.movement_velocity);
882         //VectorCopy(currentorigin, cl.entities[cl.playerentity].state_current.origin);
883         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
884 }
885
886 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
887 {
888         int bits;
889
890         bits = 0;
891         if (to->angles[0] != from->angles[0])
892                 bits |= QW_CM_ANGLE1;
893         if (to->angles[1] != from->angles[1])
894                 bits |= QW_CM_ANGLE2;
895         if (to->angles[2] != from->angles[2])
896                 bits |= QW_CM_ANGLE3;
897         if (to->forwardmove != from->forwardmove)
898                 bits |= QW_CM_FORWARD;
899         if (to->sidemove != from->sidemove)
900                 bits |= QW_CM_SIDE;
901         if (to->upmove != from->upmove)
902                 bits |= QW_CM_UP;
903         if (to->buttons != from->buttons)
904                 bits |= QW_CM_BUTTONS;
905         if (to->impulse != from->impulse)
906                 bits |= QW_CM_IMPULSE;
907
908         MSG_WriteByte(buf, bits);
909         if (bits & QW_CM_ANGLE1)
910                 MSG_WriteAngle16i(buf, to->angles[0]);
911         if (bits & QW_CM_ANGLE2)
912                 MSG_WriteAngle16i(buf, to->angles[1]);
913         if (bits & QW_CM_ANGLE3)
914                 MSG_WriteAngle16i(buf, to->angles[2]);
915         if (bits & QW_CM_FORWARD)
916                 MSG_WriteShort(buf, to->forwardmove);
917         if (bits & QW_CM_SIDE)
918                 MSG_WriteShort(buf, to->sidemove);
919         if (bits & QW_CM_UP)
920                 MSG_WriteShort(buf, to->upmove);
921         if (bits & QW_CM_BUTTONS)
922                 MSG_WriteByte(buf, to->buttons);
923         if (bits & QW_CM_IMPULSE)
924                 MSG_WriteByte(buf, to->impulse);
925         MSG_WriteByte(buf, to->msec);
926 }
927
928 /*
929 ==============
930 CL_SendMove
931 ==============
932 */
933 extern cvar_t cl_netinputpacketspersecond;
934 void CL_SendMove(void)
935 {
936         int i;
937         int bits;
938         int impulse;
939         sizebuf_t buf;
940         unsigned char data[128];
941         static double lastsendtime = 0;
942 #define MOVEAVERAGING 0
943 #if MOVEAVERAGING
944         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
945 #endif
946         float forwardmove, sidemove, upmove;
947
948         // if playing a demo, do nothing
949         if (!cls.netcon)
950                 return;
951
952 #if MOVEAVERAGING
953         // accumulate changes between messages
954         accumforwardmove += cl.cmd.forwardmove;
955         accumsidemove += cl.cmd.sidemove;
956         accumupmove += cl.cmd.upmove;
957         accumtotal++;
958 #endif
959
960         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
961         {
962                 if (!cl.movement_needupdate)
963                         return;
964                 cl.movement_needupdate = false;
965                 cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
966         }
967         else
968         {
969                 cl.movement = false;
970                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
971                         return;
972                 // don't let it fall behind if CL_SendMove hasn't been called recently
973                 // (such is the case when framerate is too low for instance)
974                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
975         }
976 #if MOVEAVERAGING
977         // average the accumulated changes
978         accumtotal = 1.0f / accumtotal;
979         forwardmove = accumforwardmove * accumtotal;
980         sidemove = accumsidemove * accumtotal;
981         upmove = accumupmove * accumtotal;
982         accumforwardmove = 0;
983         accumsidemove = 0;
984         accumupmove = 0;
985         accumtotal = 0;
986 #else
987         // use the latest values
988         forwardmove = cl.cmd.forwardmove;
989         sidemove = cl.cmd.sidemove;
990         upmove = cl.cmd.upmove;
991 #endif
992
993         if (cls.signon == SIGNONS)
994                 CL_UpdatePrydonCursor();
995
996         buf.maxsize = 128;
997         buf.cursize = 0;
998         buf.data = data;
999
1000         // set button bits
1001         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1002         bits = 0;
1003         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1004         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1005         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1006         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1007         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1008         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1009         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1010         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1011         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1012         if (key_dest != key_game || key_consoleactive) bits |= 512;
1013         if (cl_prydoncursor.integer) bits |= 1024;
1014         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1015         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1016         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1017         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1018         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1019         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1020         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1021         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1022         // button bits 19-31 unused currently
1023         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1024         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1025         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1026         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1027         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1028
1029         impulse = in_impulse;
1030         in_impulse = 0;
1031
1032         csqc_buttons = bits;
1033
1034         if (cls.signon == SIGNONS)
1035         {
1036                 // always dump the first two messages, because they may contain leftover inputs from the last level
1037                 if (++cl.movemessages >= 2)
1038                 {
1039                         // send the movement message
1040                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1041                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1042                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1043                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1044                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1045                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1046                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1047                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1048                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1049                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1050                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1051                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1052                         {
1053                                 int checksumindex;
1054                                 double msectime;
1055                                 static double oldmsectime;
1056                                 qw_usercmd_t *cmd, *oldcmd;
1057                                 qw_usercmd_t nullcmd;
1058
1059                                 //Con_Printf("code qw_clc_move\n");
1060
1061                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1062                                 cmd = &cl.qw_moves[i];
1063                                 memset(&nullcmd, 0, sizeof(nullcmd));
1064                                 memset(cmd, 0, sizeof(*cmd));
1065                                 cmd->buttons = bits;
1066                                 cmd->impulse = impulse;
1067                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1068                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1069                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1070                                 VectorCopy(cl.viewangles, cmd->angles);
1071                                 msectime = realtime * 1000;
1072                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1073                                 // ridiculous value rejection (matches qw)
1074                                 if (cmd->msec > 250)
1075                                         cmd->msec = 100;
1076                                 oldmsectime = msectime;
1077
1078                                 CL_ClientMovement_InputQW(cmd);
1079
1080                                 MSG_WriteByte(&buf, qw_clc_move);
1081                                 // save the position for a checksum byte
1082                                 checksumindex = buf.cursize;
1083                                 MSG_WriteByte(&buf, 0);
1084                                 // packet loss percentage
1085                                 // FIXME: netgraph stuff
1086                                 MSG_WriteByte(&buf, 0);
1087                                 // write most recent 3 moves
1088                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1089                                 cmd = &cl.qw_moves[i];
1090                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1091                                 oldcmd = cmd;
1092                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1093                                 cmd = &cl.qw_moves[i];
1094                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1095                                 oldcmd = cmd;
1096                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1097                                 cmd = &cl.qw_moves[i];
1098                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1099                                 // calculate the checksum
1100                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1101                                 // if delta compression history overflows, request no delta
1102                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1103                                         cl.qw_validsequence = 0;
1104                                 // request delta compression if appropriate
1105                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1106                                 {
1107                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1108                                         MSG_WriteByte(&buf, qw_clc_delta);
1109                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1110                                 }
1111                                 else
1112                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1113                         }
1114                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1115                         {
1116                                 // 5 bytes
1117                                 MSG_WriteByte (&buf, clc_move);
1118                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1119                                 // 3 bytes
1120                                 for (i = 0;i < 3;i++)
1121                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1122                                 // 6 bytes
1123                                 MSG_WriteCoord16i (&buf, forwardmove);
1124                                 MSG_WriteCoord16i (&buf, sidemove);
1125                                 MSG_WriteCoord16i (&buf, upmove);
1126                                 // 2 bytes
1127                                 MSG_WriteByte (&buf, bits);
1128                                 MSG_WriteByte (&buf, impulse);
1129
1130                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1131                         }
1132                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1133                         {
1134                                 // 5 bytes
1135                                 MSG_WriteByte (&buf, clc_move);
1136                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1137                                 // 12 bytes
1138                                 for (i = 0;i < 3;i++)
1139                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1140                                 // 6 bytes
1141                                 MSG_WriteCoord16i (&buf, forwardmove);
1142                                 MSG_WriteCoord16i (&buf, sidemove);
1143                                 MSG_WriteCoord16i (&buf, upmove);
1144                                 // 2 bytes
1145                                 MSG_WriteByte (&buf, bits);
1146                                 MSG_WriteByte (&buf, impulse);
1147
1148                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1149                         }
1150                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1151                         {
1152                                 // 5 bytes
1153                                 MSG_WriteByte (&buf, clc_move);
1154                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1155                                 // 6 bytes
1156                                 for (i = 0;i < 3;i++)
1157                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1158                                 // 6 bytes
1159                                 MSG_WriteCoord16i (&buf, forwardmove);
1160                                 MSG_WriteCoord16i (&buf, sidemove);
1161                                 MSG_WriteCoord16i (&buf, upmove);
1162                                 // 2 bytes
1163                                 MSG_WriteByte (&buf, bits);
1164                                 MSG_WriteByte (&buf, impulse);
1165
1166                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1167                         }
1168                         else
1169                         {
1170                                 // 5 bytes
1171                                 MSG_WriteByte (&buf, clc_move);
1172                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1173                                 {
1174                                         if (cl_movement.integer)
1175                                         {
1176                                                 cl.movesequence++;
1177                                                 MSG_WriteLong (&buf, cl.movesequence);
1178                                         }
1179                                         else
1180                                                 MSG_WriteLong (&buf, 0);
1181                                 }
1182                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1183                                 // 6 bytes
1184                                 for (i = 0;i < 3;i++)
1185                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1186                                 // 6 bytes
1187                                 MSG_WriteCoord16i (&buf, forwardmove);
1188                                 MSG_WriteCoord16i (&buf, sidemove);
1189                                 MSG_WriteCoord16i (&buf, upmove);
1190                                 // 5 bytes
1191                                 MSG_WriteLong (&buf, bits);
1192                                 MSG_WriteByte (&buf, impulse);
1193                                 // PRYDON_CLIENTCURSOR
1194                                 // 30 bytes
1195                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1196                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1197                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1198                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1199                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1200                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1201                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1202                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1203                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1204
1205                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1206                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1207                         }
1208                 }
1209
1210                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1211                 {
1212                         // ack the last few frame numbers
1213                         // (redundent to improve handling of client->server packet loss)
1214                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1215                         for (i = 0;i < LATESTFRAMENUMS;i++)
1216                         {
1217                                 if (cl.latestframenums[i] > 0)
1218                                 {
1219                                         if (developer_networkentities.integer >= 1)
1220                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1221                                         MSG_WriteByte(&buf, clc_ackframe);
1222                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1223                                 }
1224                         }
1225                 }
1226
1227                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1228                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1229         }
1230
1231         // send the reliable message (forwarded commands) if there is one
1232         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1233
1234         if (cls.netcon->message.overflowed)
1235         {
1236                 Con_Print("CL_SendMove: lost server connection\n");
1237                 CL_Disconnect();
1238                 Host_ShutdownServer();
1239         }
1240 }
1241
1242 /*
1243 ============
1244 CL_InitInput
1245 ============
1246 */
1247 void CL_InitInput (void)
1248 {
1249         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1250         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1251         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1252         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1253         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1254         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1255         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1256         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1257         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1258         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1259         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1260         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1261         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1262         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1263         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1264         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1265         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1266         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1267         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1268         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1269         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1270         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1271         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1272         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1273         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1274         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1275         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1276         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1277         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1278         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1279         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1280         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1281         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1282
1283         // LordHavoc: added use button
1284         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1285         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1286
1287         // LordHavoc: added 6 new buttons
1288         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1289         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1290         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1291         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1292         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1293         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1294         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1295         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1296         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1297         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1298         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1299         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1300         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1301         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1302         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1303         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1304         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1305         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1306         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1307         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1308         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1309         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1310         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1311         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1312         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1313         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1314         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1315         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1316
1317         Cvar_RegisterVariable(&cl_movement);
1318         Cvar_RegisterVariable(&cl_movement_latency);
1319         Cvar_RegisterVariable(&cl_movement_maxspeed);
1320         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1321         Cvar_RegisterVariable(&cl_movement_stopspeed);
1322         Cvar_RegisterVariable(&cl_movement_friction);
1323         Cvar_RegisterVariable(&cl_movement_edgefriction);
1324         Cvar_RegisterVariable(&cl_movement_stepheight);
1325         Cvar_RegisterVariable(&cl_movement_accelerate);
1326         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1327         Cvar_RegisterVariable(&cl_gravity);
1328         Cvar_RegisterVariable(&cl_slowmo);
1329
1330         Cvar_RegisterVariable(&in_pitch_min);
1331         Cvar_RegisterVariable(&in_pitch_max);
1332         Cvar_RegisterVariable(&m_filter);
1333
1334         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1335
1336         Cvar_RegisterVariable(&cl_nodelta);
1337 }
1338