implemented individual file downloads on darkplaces servers
[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 int in_bestweapon_info[][5] =
201 {
202         {'1', 1, IT_AXE, STAT_SHELLS, 0},
203         {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
204         {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
205         {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
206         {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
207         {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
208         {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
209         {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
210         {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
211         {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
212         {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
213         {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
214         {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
215         {-1, 0, 0, 0, 0}
216 };
217 void IN_BestWeapon (void)
218 {
219         int i, n;
220         const char *s;
221         if (Cmd_Argc() != 2)
222         {
223                 Con_Printf("bestweapon requires 1 parameter\n");
224                 return;
225         }
226         s = Cmd_Argv(1);
227         for (i = 0;s[i];i++)
228         {
229                 // figure out which weapon this character refers to
230                 for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
231                 {
232                         if (in_bestweapon_info[n][0] == s[i])
233                         {
234                                 // we found out what weapon this character refers to
235                                 // check if the inventory contains the weapon and enough ammo
236                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
237                                 {
238                                         // we found one of the weapons the player wanted
239                                         // send an impulse to switch to it
240                                         in_impulse = in_bestweapon_info[n][1];
241                                         return;
242                                 }
243                                 break;
244                         }
245                 }
246                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
247         }
248         // if we couldn't find any of the weapons, there's nothing more we can do...
249 }
250
251 /*
252 ===============
253 CL_KeyState
254
255 Returns 0.25 if a key was pressed and released during the frame,
256 0.5 if it was pressed and held
257 0 if held then released, and
258 1.0 if held for the entire time
259 ===============
260 */
261 float CL_KeyState (kbutton_t *key)
262 {
263         float           val;
264         qboolean        impulsedown, impulseup, down;
265
266         impulsedown = key->state & 2;
267         impulseup = key->state & 4;
268         down = key->state & 1;
269         val = 0;
270
271         if (impulsedown && !impulseup)
272         {
273                 if (down)
274                         val = 0.5;      // pressed and held this frame
275                 else
276                         val = 0;        //      I_Error ();
277         }
278         if (impulseup && !impulsedown)
279         {
280                 if (down)
281                         val = 0;        //      I_Error ();
282                 else
283                         val = 0;        // released this frame
284         }
285         if (!impulsedown && !impulseup)
286         {
287                 if (down)
288                         val = 1.0;      // held the entire frame
289                 else
290                         val = 0;        // up the entire frame
291         }
292         if (impulsedown && impulseup)
293         {
294                 if (down)
295                         val = 0.75;     // released and re-pressed this frame
296                 else
297                         val = 0.25;     // pressed and released this frame
298         }
299
300         key->state &= 1;                // clear impulses
301
302         return val;
303 }
304
305
306
307
308 //==========================================================================
309
310 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
311 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
312 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
313 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
314
315 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
316
317 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
318 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
319
320 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
321
322 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
323 cvar_t cl_movement_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"};
324 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
325 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
326 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)"};
327 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
328 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
329 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)"};
330 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
331 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
332 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"};
333 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
334 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)"};
335 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)"};
336 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
337 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
338 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
339
340 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
341 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
342
343 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
344
345 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
346
347 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
348
349
350 /*
351 ================
352 CL_AdjustAngles
353
354 Moves the local angle positions
355 ================
356 */
357 void CL_AdjustAngles (void)
358 {
359         float   speed;
360         float   up, down;
361
362         if (in_speed.state & 1)
363                 speed = cl.realframetime * cl_anglespeedkey.value;
364         else
365                 speed = cl.realframetime;
366
367         if (!(in_strafe.state & 1))
368         {
369                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
370                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
371         }
372         if (in_klook.state & 1)
373         {
374                 V_StopPitchDrift ();
375                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
376                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
377         }
378
379         up = CL_KeyState (&in_lookup);
380         down = CL_KeyState(&in_lookdown);
381
382         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
383         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
384
385         if (up || down)
386                 V_StopPitchDrift ();
387
388         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
389         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
390         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
391         if (cl.viewangles[YAW] >= 180)
392                 cl.viewangles[YAW] -= 360;
393         if (cl.viewangles[PITCH] >= 180)
394                 cl.viewangles[PITCH] -= 360;
395         if (cl.viewangles[ROLL] >= 180)
396                 cl.viewangles[ROLL] -= 360;
397
398         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
399         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
400 }
401
402 qboolean cl_ignoremousemove = false;
403
404 /*
405 ================
406 CL_Move
407
408 Send the intended movement message to the server
409 ================
410 */
411 void CL_Move (void)
412 {
413         float mx, my;
414         static float old_mouse_x = 0, old_mouse_y = 0;
415
416         // clamp before the move to prevent starting with bad angles
417         CL_AdjustAngles ();
418
419         // reset some of the command fields
420         cl.cmd.forwardmove = 0;
421         cl.cmd.sidemove = 0;
422         cl.cmd.upmove = 0;
423
424         // get basic movement from keyboard
425         if (in_strafe.state & 1)
426         {
427                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
428                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
429         }
430
431         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
432         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
433
434         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
435         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
436
437         if (! (in_klook.state & 1) )
438         {
439                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
440                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
441         }
442
443         // adjust for speed key
444         if (in_speed.state & 1)
445         {
446                 cl.cmd.forwardmove *= cl_movespeedkey.value;
447                 cl.cmd.sidemove *= cl_movespeedkey.value;
448                 cl.cmd.upmove *= cl_movespeedkey.value;
449         }
450
451         in_mouse_x = 0;
452         in_mouse_y = 0;
453
454         // allow mice or other external controllers to add to the move
455         IN_Move ();
456
457         // ignore a mouse move if mouse was activated/deactivated this frame
458         if (cl_ignoremousemove)
459         {
460                 cl_ignoremousemove = false;
461                 in_mouse_x = 0;
462                 in_mouse_y = 0;
463         }
464
465         // apply m_filter if it is on
466         mx = in_mouse_x;
467         my = in_mouse_y;
468         if (m_filter.integer)
469         {
470                 in_mouse_x = (mx + old_mouse_x) * 0.5;
471                 in_mouse_y = (my + old_mouse_y) * 0.5;
472         }
473         old_mouse_x = mx;
474         old_mouse_y = my;
475
476         // if not in menu, apply mouse move to viewangles/movement
477         if (!cl.csqc_wantsmousemove && in_client_mouse)
478         {
479                 if (cl_prydoncursor.integer)
480                 {
481                         // mouse interacting with the scene, mostly stationary view
482                         V_StopPitchDrift();
483                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
484                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
485                 }
486                 else if (in_strafe.state & 1)
487                 {
488                         // strafing mode, all looking is movement
489                         V_StopPitchDrift();
490                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
491                         if (noclip_anglehack)
492                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
493                         else
494                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
495                 }
496                 else if ((in_mlook.state & 1) || freelook.integer)
497                 {
498                         // mouselook, lookstrafe causes turning to become strafing
499                         V_StopPitchDrift();
500                         if (lookstrafe.integer)
501                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
502                         else
503                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
504                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
505                 }
506                 else
507                 {
508                         // non-mouselook, yaw turning and forward/back movement
509                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
510                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
511                 }
512         }
513
514         // clamp after the move to prevent rendering with bad angles
515         CL_AdjustAngles ();
516 }
517
518 #include "cl_collision.h"
519
520 extern void V_CalcRefdef(void);
521 void CL_UpdatePrydonCursor(void)
522 {
523         vec3_t temp;
524
525         if (!cl_prydoncursor.integer)
526                 VectorClear(cl.cmd.cursor_screen);
527
528         /*
529         if (cl.cmd.cursor_screen[0] < -1)
530         {
531                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
532                 cl.cmd.cursor_screen[0] = -1;
533         }
534         if (cl.cmd.cursor_screen[0] > 1)
535         {
536                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
537                 cl.cmd.cursor_screen[0] = 1;
538         }
539         if (cl.cmd.cursor_screen[1] < -1)
540         {
541                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
542                 cl.cmd.cursor_screen[1] = -1;
543         }
544         if (cl.cmd.cursor_screen[1] > 1)
545         {
546                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
547                 cl.cmd.cursor_screen[1] = 1;
548         }
549         */
550         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
551         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
552         cl.cmd.cursor_screen[2] = 1;
553
554         // calculate current view matrix
555         //V_CalcRefdef();
556         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
557         // calculate direction vector of cursor in viewspace by using frustum slopes
558         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
559         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
560         // trace from view origin to the cursor
561         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);
562 }
563
564 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
565 {
566         int i;
567         int n;
568         // remove stale queue items
569         n = cl.movement_numqueue;
570         cl.movement_numqueue = 0;
571         for (i = 0;i < n;i++)
572         {
573                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
574                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
575                 else if (i == 0)
576                         cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
577         }
578         // add to input queue if there is room
579         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
580         {
581                 // add to input queue
582                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
583                 cl.movement_queue[cl.movement_numqueue].time = realtime;
584                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
585                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
586                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
587                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
588                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
589                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
590                 cl.movement_queue[cl.movement_numqueue].crouch = false;
591                 cl.movement_numqueue++;
592         }
593         cl.movement_replay = true;
594 }
595
596 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
597 {
598         int i;
599         int n;
600         double lasttime = (cls.protocol == PROTOCOL_DARKPLACES6 || cls.protocol == PROTOCOL_DARKPLACES7) ? cl.mtime[1] : (cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0);
601         // remove stale queue items
602         n = cl.movement_numqueue;
603         cl.movement_numqueue = 0;
604         if (cl.servermovesequence)
605         {
606                 for (i = 0;i < n;i++)
607                 {
608                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
609                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
610                         else if (i == 0)
611                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
612                 }
613         }
614         else
615         {
616                 for (i = 0;i < n;i++)
617                 {
618                         if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
619                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
620                         else if (i == 0)
621                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
622                 }
623         }
624         // add to input queue if there is room
625         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
626         {
627                 // add to input queue
628                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
629                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
630                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
631                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
632                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
633                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
634                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
635                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
636                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
637                 cl.movement_numqueue++;
638         }
639         cl.movement_replay = true;
640 }
641
642 typedef enum waterlevel_e
643 {
644         WATERLEVEL_NONE,
645         WATERLEVEL_WETFEET,
646         WATERLEVEL_SWIMMING,
647         WATERLEVEL_SUBMERGED
648 }
649 waterlevel_t;
650
651 typedef struct cl_clientmovement_state_s
652 {
653         // position
654         vec3_t origin;
655         vec3_t velocity;
656         // current bounding box (different if crouched vs standing)
657         vec3_t mins;
658         vec3_t maxs;
659         // currently on the ground
660         qboolean onground;
661         // currently crouching
662         qboolean crouched;
663         // whether jump button has been released since last jump
664         qboolean canjump;
665         // what kind of water (SUPERCONTENTS_LAVA for instance)
666         int watertype;
667         // how deep
668         waterlevel_t waterlevel;
669         // weird hacks when jumping out of water
670         // (this is in seconds and counts down to 0)
671         float waterjumptime;
672
673         // movement parameters for physics code
674         float movevars_gravity;
675         float movevars_stopspeed;
676         float movevars_maxspeed;
677         float movevars_spectatormaxspeed;
678         float movevars_accelerate;
679         float movevars_airaccelerate;
680         float movevars_wateraccelerate;
681         float movevars_friction;
682         float movevars_waterfriction;
683         float movevars_entgravity;
684         float movevars_jumpvelocity;
685         float movevars_edgefriction;
686         float movevars_maxairspeed;
687         float movevars_stepheight;
688         float movevars_airaccel_qw;
689         float movevars_airaccel_sideways_friction;
690
691         // user command
692         client_movementqueue_t q;
693 }
694 cl_clientmovement_state_t;
695
696 #define NUMOFFSETS 27
697 static vec3_t offsets[NUMOFFSETS] =
698 {
699 // 1 no nudge (just return the original if this test passes)
700         { 0.000,  0.000,  0.000},
701 // 6 simple nudges
702         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
703         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
704         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
705 // 4 diagonal flat nudges
706         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
707         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
708 // 8 diagonal upward nudges
709         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
710         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
711         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
712         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
713 // 8 diagonal downward nudges
714         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
715         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
716         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
717         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
718 };
719
720 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
721 {
722         int i;
723         vec3_t neworigin;
724         for (i = 0;i < NUMOFFSETS;i++)
725         {
726                 VectorAdd(offsets[i], s->origin, neworigin);
727                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
728                 {
729                         VectorCopy(neworigin, s->origin);
730                         return true;
731                 }
732         }
733         // if all offsets failed, give up
734         return false;
735 }
736
737 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
738 {
739         vec3_t origin1, origin2;
740         trace_t trace;
741
742         // make sure player is not stuck
743         CL_ClientMovement_Unstick(s);
744
745         // set crouched
746         if (s->q.crouch)
747         {
748                 // wants to crouch, this always works..
749                 if (!s->crouched)
750                         s->crouched = true;
751         }
752         else
753         {
754                 // wants to stand, if currently crouching we need to check for a
755                 // low ceiling first
756                 if (s->crouched)
757                 {
758                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
759                         if (!trace.startsolid)
760                                 s->crouched = false;
761                 }
762         }
763         if (s->crouched)
764         {
765                 VectorCopy(cl.playercrouchmins, s->mins);
766                 VectorCopy(cl.playercrouchmaxs, s->maxs);
767         }
768         else
769         {
770                 VectorCopy(cl.playerstandmins, s->mins);
771                 VectorCopy(cl.playerstandmaxs, s->maxs);
772         }
773
774         // set onground
775         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
776         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
777         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
778         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
779
780         // set watertype/waterlevel
781         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
782         s->waterlevel = WATERLEVEL_NONE;
783         s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
784         if (s->watertype)
785         {
786                 s->waterlevel = WATERLEVEL_WETFEET;
787                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
788                 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
789                 {
790                         s->waterlevel = WATERLEVEL_SWIMMING;
791                         origin1[2] = s->origin[2] + 22;
792                         if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
793                                 s->waterlevel = WATERLEVEL_SUBMERGED;
794                 }
795         }
796
797         // water jump prediction
798         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
799                 s->waterjumptime = 0;
800 }
801
802 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
803 {
804         int bump;
805         double t;
806         vec_t f;
807         vec3_t neworigin;
808         vec3_t currentorigin2;
809         vec3_t neworigin2;
810         vec3_t primalvelocity;
811         trace_t trace;
812         trace_t trace2;
813         trace_t trace3;
814         CL_ClientMovement_UpdateStatus(s);
815         VectorCopy(s->velocity, primalvelocity);
816         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
817         {
818                 VectorMA(s->origin, t, s->velocity, neworigin);
819                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
820                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
821                 {
822                         // may be a step or wall, try stepping up
823                         // first move forward at a higher level
824                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
825                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
826                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
827                         if (!trace2.startsolid)
828                         {
829                                 // then move down from there
830                                 VectorCopy(trace2.endpos, currentorigin2);
831                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
832                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
833                                 //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]);
834                                 // accept the new trace if it made some progress
835                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
836                                 {
837                                         trace = trace2;
838                                         VectorCopy(trace3.endpos, trace.endpos);
839                                 }
840                         }
841                 }
842
843                 // check if it moved at all
844                 if (trace.fraction >= 0.001)
845                         VectorCopy(trace.endpos, s->origin);
846
847                 // check if it moved all the way
848                 if (trace.fraction == 1)
849                         break;
850
851                 //if (trace.plane.normal[2] > 0.7)
852                 //      s->onground = true;
853
854                 t -= t * trace.fraction;
855
856                 f = DotProduct(s->velocity, trace.plane.normal);
857                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
858         }
859         if (s->waterjumptime > 0)
860                 VectorCopy(primalvelocity, s->velocity);
861 }
862
863
864 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
865 {
866         vec_t wishspeed;
867         vec_t f;
868         vec3_t wishvel;
869         vec3_t wishdir;
870
871         // water jump only in certain situations
872         // this mimics quakeworld code
873         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
874         {
875                 vec3_t forward;
876                 vec3_t yawangles;
877                 vec3_t spot;
878                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
879                 AngleVectors(yawangles, forward, NULL, NULL);
880                 VectorMA(s->origin, 24, forward, spot);
881                 spot[2] += 8;
882                 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
883                 {
884                         spot[2] += 24;
885                         if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
886                         {
887                                 VectorScale(forward, 50, s->velocity);
888                                 s->velocity[2] = 310;
889                                 s->waterjumptime = 2;
890                                 s->onground = false;
891                                 s->canjump = false;
892                         }
893                 }
894         }
895
896         if (!VectorLength2(s->q.move))
897         {
898                 // drift towards bottom
899                 VectorSet(wishvel, 0, 0, -60);
900         }
901         else
902         {
903                 // swim
904                 vec3_t forward;
905                 vec3_t right;
906                 vec3_t up;
907                 // calculate movement vector
908                 AngleVectors(s->q.viewangles, forward, right, up);
909                 VectorSet(up, 0, 0, 1);
910                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
911         }
912
913         // split wishvel into wishspeed and wishdir
914         wishspeed = VectorLength(wishvel);
915         if (wishspeed)
916                 VectorScale(wishvel, 1 / wishspeed, wishdir);
917         else
918                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
919         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
920
921         if (s->crouched)
922                 wishspeed *= 0.5;
923
924         if (s->waterjumptime <= 0)
925         {
926                 // water friction
927                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
928                 f = bound(0, f, 1);
929                 VectorScale(s->velocity, f, s->velocity);
930
931                 // water acceleration
932                 f = wishspeed - DotProduct(s->velocity, wishdir);
933                 if (f > 0)
934                 {
935                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
936                         VectorMA(s->velocity, f, wishdir, s->velocity);
937                 }
938
939                 // holding jump button swims upward slowly
940                 if (s->q.jump)
941                 {
942                         if (s->watertype & SUPERCONTENTS_LAVA)
943                                 s->velocity[2] =  50;
944                         else if (s->watertype & SUPERCONTENTS_SLIME)
945                                 s->velocity[2] =  80;
946                         else
947                         {
948                                 if (gamemode == GAME_NEXUIZ)
949                                         s->velocity[2] = 200;
950                                 else
951                                         s->velocity[2] = 100;
952                         }
953                 }
954         }
955
956         CL_ClientMovement_Move(s);
957 }
958
959 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
960 {
961         vec_t friction;
962         vec_t wishspeed;
963         vec_t addspeed;
964         vec_t accelspeed;
965         vec_t f;
966         vec3_t forward;
967         vec3_t right;
968         vec3_t up;
969         vec3_t wishvel;
970         vec3_t wishdir;
971         vec3_t yawangles;
972         trace_t trace;
973
974         // jump if on ground with jump button pressed but only if it has been
975         // released at least once since the last jump
976         if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
977         {
978                 s->velocity[2] += s->movevars_jumpvelocity;
979                 s->onground = false;
980                 s->canjump = false;
981         }
982
983         // calculate movement vector
984         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
985         AngleVectors(yawangles, forward, right, up);
986         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
987
988         // split wishvel into wishspeed and wishdir
989         wishspeed = VectorLength(wishvel);
990         if (wishspeed)
991                 VectorScale(wishvel, 1 / wishspeed, wishdir);
992         else
993                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
994         wishspeed = min(wishspeed, s->movevars_maxspeed);
995         if (s->crouched)
996                 wishspeed *= 0.5;
997
998         // check if onground
999         if (s->onground)
1000         {
1001                 // apply edge friction
1002                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1003                 friction = s->movevars_friction;
1004                 if (f > 0 && s->movevars_edgefriction != 1)
1005                 {
1006                         vec3_t neworigin2;
1007                         vec3_t neworigin3;
1008                         // note: QW uses the full player box for the trace, and yet still
1009                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1010                         // this mimics it for compatibility
1011                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1012                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1013                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1014                                 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
1015                         else
1016                                 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
1017                         if (trace.fraction == 1 && !trace.startsolid)
1018                                 friction *= s->movevars_edgefriction;
1019                 }
1020                 // apply ground friction
1021                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1022                 f = max(f, 0);
1023                 VectorScale(s->velocity, f, s->velocity);
1024                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1025                 if (addspeed > 0)
1026                 {
1027                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1028                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1029                 }
1030                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1031                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1032                         s->velocity[2] = 0;
1033                 if (VectorLength2(s->velocity))
1034                         CL_ClientMovement_Move(s);
1035         }
1036         else
1037         {
1038                 if (s->waterjumptime <= 0)
1039                 {
1040                         vec_t f;
1041                         vec_t vel_straight;
1042                         vec_t vel_z;
1043                         vec3_t vel_perpend;
1044
1045                         // apply air speed limit
1046                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1047
1048                         /*
1049                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1050                         if (addspeed > 0)
1051                         {
1052                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1053                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1054                         }
1055                         */
1056
1057                         vel_straight = DotProduct(s->velocity, wishdir);
1058                         vel_z = s->velocity[2];
1059                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1060                         vel_perpend[2] -= vel_z;
1061
1062                         f = wishspeed - vel_straight;
1063                         if(f > 0)
1064                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1065                         if(wishspeed > 0)
1066                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1067
1068                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1069
1070                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1071                         s->velocity[2] += vel_z;
1072                 }
1073                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1074                 CL_ClientMovement_Move(s);
1075         }
1076 }
1077
1078 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1079 {
1080         //Con_Printf(" %f", frametime);
1081         if (!s->q.jump)
1082                 s->canjump = true;
1083         s->waterjumptime -= s->q.frametime;
1084         CL_ClientMovement_UpdateStatus(s);
1085         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1086                 CL_ClientMovement_Physics_Swim(s);
1087         else
1088                 CL_ClientMovement_Physics_Walk(s);
1089 }
1090
1091 void CL_ClientMovement_Replay(void)
1092 {
1093         int i;
1094         cl_clientmovement_state_t s;
1095
1096         if (!cl.movement_replay)
1097                 return;
1098         cl.movement_replay = false;
1099
1100         // set up starting state for the series of moves
1101         memset(&s, 0, sizeof(s));
1102         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1103         VectorCopy(cl.mvelocity[0], s.velocity);
1104         s.crouched = true; // will be updated on first move
1105         s.canjump = cl.movement_replay_canjump;
1106         //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]);
1107
1108         // set up movement variables
1109         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1110         {
1111                 s.movevars_gravity = cl.qw_movevars_gravity;
1112                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1113                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1114                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1115                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1116                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1117                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1118                 s.movevars_friction = cl.qw_movevars_friction;
1119                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1120                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1121                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1122                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1123                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1124                 s.movevars_stepheight = cl_movement_stepheight.value;
1125                 s.movevars_airaccel_qw = 1.0;
1126                 s.movevars_airaccel_sideways_friction = 0.0;
1127         }
1128         else
1129         {
1130                 s.movevars_gravity = sv_gravity.value;
1131                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1132                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1133                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1134                 s.movevars_accelerate = cl_movement_accelerate.value;
1135                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1136                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1137                 s.movevars_friction = cl_movement_friction.value;
1138                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1139                 s.movevars_entgravity = 1;
1140                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1141                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1142                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1143                 s.movevars_stepheight = cl_movement_stepheight.value;
1144                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1145                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1146         }
1147
1148         cl.movement_predicted = (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
1149         if (cl.movement_predicted)
1150         {
1151                 //Con_Printf("%f: ", cl.mtime[0]);
1152
1153                 // replay the input queue to predict current location
1154                 // note: this relies on the fact there's always one queue item at the end
1155
1156                 for (i = 0;i < cl.movement_numqueue;i++)
1157                 {
1158                         s.q = cl.movement_queue[i];
1159                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1160                         if (s.q.frametime > 0.05)
1161                         {
1162                                 s.q.frametime *= 0.5;
1163                                 CL_ClientMovement_PlayerMove(&s);
1164                         }
1165                         CL_ClientMovement_PlayerMove(&s);
1166                 }
1167         }
1168         else
1169         {
1170                 // get the first movement queue entry to know whether to crouch and such
1171                 s.q = cl.movement_queue[0];
1172         }
1173
1174         // store replay location
1175         CL_ClientMovement_UpdateStatus(&s);
1176         cl.movement_time[1] = cl.movement_time[0];
1177         cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1178         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1179         VectorCopy(s.origin, cl.movement_origin);
1180         VectorCopy(s.velocity, cl.movement_velocity);
1181         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1182         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1183
1184         // update the onground flag if appropriate
1185         // when not predicted, cl.onground is only cleared by cl_parse.c, but can
1186         // be set forcefully here to hide server inconsistencies in the onground
1187         // flag (such as when stepping up stairs, the onground flag tends to turn
1188         // off briefly due to precision errors, particularly at high framerates),
1189         // such inconsistencies can mess up the gun bobbing and stair smoothing,
1190         // so they must be avoided.
1191         if (cl.movement_predicted)
1192                 cl.onground = s.onground;
1193         else if (s.onground)
1194                 cl.onground = true;
1195
1196         // react to onground state changes (for gun bob)
1197         if (cl.onground)
1198         {
1199                 if (!cl.oldonground)
1200                         cl.hitgroundtime = cl.time;
1201                 cl.lastongroundtime = cl.time;
1202         }
1203         cl.oldonground = cl.onground;
1204 }
1205
1206 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1207 {
1208         int bits;
1209
1210         bits = 0;
1211         if (to->angles[0] != from->angles[0])
1212                 bits |= QW_CM_ANGLE1;
1213         if (to->angles[1] != from->angles[1])
1214                 bits |= QW_CM_ANGLE2;
1215         if (to->angles[2] != from->angles[2])
1216                 bits |= QW_CM_ANGLE3;
1217         if (to->forwardmove != from->forwardmove)
1218                 bits |= QW_CM_FORWARD;
1219         if (to->sidemove != from->sidemove)
1220                 bits |= QW_CM_SIDE;
1221         if (to->upmove != from->upmove)
1222                 bits |= QW_CM_UP;
1223         if (to->buttons != from->buttons)
1224                 bits |= QW_CM_BUTTONS;
1225         if (to->impulse != from->impulse)
1226                 bits |= QW_CM_IMPULSE;
1227
1228         MSG_WriteByte(buf, bits);
1229         if (bits & QW_CM_ANGLE1)
1230                 MSG_WriteAngle16i(buf, to->angles[0]);
1231         if (bits & QW_CM_ANGLE2)
1232                 MSG_WriteAngle16i(buf, to->angles[1]);
1233         if (bits & QW_CM_ANGLE3)
1234                 MSG_WriteAngle16i(buf, to->angles[2]);
1235         if (bits & QW_CM_FORWARD)
1236                 MSG_WriteShort(buf, to->forwardmove);
1237         if (bits & QW_CM_SIDE)
1238                 MSG_WriteShort(buf, to->sidemove);
1239         if (bits & QW_CM_UP)
1240                 MSG_WriteShort(buf, to->upmove);
1241         if (bits & QW_CM_BUTTONS)
1242                 MSG_WriteByte(buf, to->buttons);
1243         if (bits & QW_CM_IMPULSE)
1244                 MSG_WriteByte(buf, to->impulse);
1245         MSG_WriteByte(buf, to->msec);
1246 }
1247
1248 /*
1249 ==============
1250 CL_SendMove
1251 ==============
1252 */
1253 extern cvar_t cl_netinputpacketspersecond;
1254 void CL_SendMove(void)
1255 {
1256         int i, j, packetloss;
1257         int bits;
1258         int impulse;
1259         sizebuf_t buf;
1260         unsigned char data[128];
1261         static double lastsendtime = 0;
1262 #define MOVEAVERAGING 0
1263 #if MOVEAVERAGING
1264         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1265 #endif
1266         float forwardmove, sidemove, upmove;
1267
1268         // if playing a demo, do nothing
1269         if (!cls.netcon)
1270                 return;
1271
1272 #if MOVEAVERAGING
1273         // accumulate changes between messages
1274         accumforwardmove += cl.cmd.forwardmove;
1275         accumsidemove += cl.cmd.sidemove;
1276         accumupmove += cl.cmd.upmove;
1277         accumtotal++;
1278 #endif
1279
1280         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1281         {
1282                 if (!cl.movement_needupdate)
1283                         return;
1284                 cl.movement_needupdate = false;
1285         }
1286         else
1287         {
1288                 double packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1289                 // don't send too often or else network connections can get clogged by a high renderer framerate
1290                 if (realtime < lastsendtime + packettime)
1291                         return;
1292                 // don't let it fall behind if CL_SendMove hasn't been called recently
1293                 // (such is the case when framerate is too low for instance)
1294                 lastsendtime = max(lastsendtime + packettime, realtime);
1295         }
1296 #if MOVEAVERAGING
1297         // average the accumulated changes
1298         accumtotal = 1.0f / accumtotal;
1299         forwardmove = accumforwardmove * accumtotal;
1300         sidemove = accumsidemove * accumtotal;
1301         upmove = accumupmove * accumtotal;
1302         accumforwardmove = 0;
1303         accumsidemove = 0;
1304         accumupmove = 0;
1305         accumtotal = 0;
1306 #else
1307         // use the latest values
1308         forwardmove = cl.cmd.forwardmove;
1309         sidemove = cl.cmd.sidemove;
1310         upmove = cl.cmd.upmove;
1311 #endif
1312
1313         if (cls.signon == SIGNONS)
1314                 CL_UpdatePrydonCursor();
1315
1316         buf.maxsize = 128;
1317         buf.cursize = 0;
1318         buf.data = data;
1319
1320         // set button bits
1321         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1322         bits = 0;
1323         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1324         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1325         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1326         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1327         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1328         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1329         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1330         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1331         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1332         if (key_dest != key_game || key_consoleactive) bits |= 512;
1333         if (cl_prydoncursor.integer) bits |= 1024;
1334         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1335         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1336         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1337         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1338         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1339         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1340         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1341         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1342         // button bits 19-31 unused currently
1343         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1344         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1345         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1346         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1347         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1348
1349         impulse = in_impulse;
1350         in_impulse = 0;
1351
1352         csqc_buttons = bits;
1353
1354         if (cls.signon == SIGNONS)
1355         {
1356                 // always dump the first two messages, because they may contain leftover inputs from the last level
1357                 if (++cl.movemessages >= 2)
1358                 {
1359                         // send the movement message
1360                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1361                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1362                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1363                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1364                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1365                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1366                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1367                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1368                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1369                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1370                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1371                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1372                         {
1373                                 int checksumindex;
1374                                 double msectime;
1375                                 static double oldmsectime;
1376                                 qw_usercmd_t *cmd, *oldcmd;
1377                                 qw_usercmd_t nullcmd;
1378
1379                                 //Con_Printf("code qw_clc_move\n");
1380
1381                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1382                                 cmd = &cl.qw_moves[i];
1383                                 memset(&nullcmd, 0, sizeof(nullcmd));
1384                                 memset(cmd, 0, sizeof(*cmd));
1385                                 cmd->buttons = bits;
1386                                 cmd->impulse = impulse;
1387                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1388                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1389                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1390                                 VectorCopy(cl.viewangles, cmd->angles);
1391                                 msectime = realtime * 1000;
1392                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1393                                 // ridiculous value rejection (matches qw)
1394                                 if (cmd->msec > 250)
1395                                         cmd->msec = 100;
1396                                 oldmsectime = msectime;
1397
1398                                 CL_ClientMovement_InputQW(cmd);
1399
1400                                 MSG_WriteByte(&buf, qw_clc_move);
1401                                 // save the position for a checksum byte
1402                                 checksumindex = buf.cursize;
1403                                 MSG_WriteByte(&buf, 0);
1404                                 // packet loss percentage
1405                                 for (j = 0, packetloss = 0;j < 100;j++)
1406                                         packetloss += cls.netcon->packetlost[j];
1407                                 MSG_WriteByte(&buf, packetloss);
1408                                 // write most recent 3 moves
1409                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1410                                 cmd = &cl.qw_moves[i];
1411                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1412                                 oldcmd = cmd;
1413                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1414                                 cmd = &cl.qw_moves[i];
1415                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1416                                 oldcmd = cmd;
1417                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1418                                 cmd = &cl.qw_moves[i];
1419                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1420                                 // calculate the checksum
1421                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1422                                 // if delta compression history overflows, request no delta
1423                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1424                                         cl.qw_validsequence = 0;
1425                                 // request delta compression if appropriate
1426                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1427                                 {
1428                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1429                                         MSG_WriteByte(&buf, qw_clc_delta);
1430                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1431                                 }
1432                                 else
1433                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1434                         }
1435                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1436                         {
1437                                 // 5 bytes
1438                                 MSG_WriteByte (&buf, clc_move);
1439                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1440                                 // 3 bytes
1441                                 for (i = 0;i < 3;i++)
1442                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1443                                 // 6 bytes
1444                                 MSG_WriteCoord16i (&buf, forwardmove);
1445                                 MSG_WriteCoord16i (&buf, sidemove);
1446                                 MSG_WriteCoord16i (&buf, upmove);
1447                                 // 2 bytes
1448                                 MSG_WriteByte (&buf, bits);
1449                                 MSG_WriteByte (&buf, impulse);
1450
1451                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1452                         }
1453                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1454                         {
1455                                 // 5 bytes
1456                                 MSG_WriteByte (&buf, clc_move);
1457                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1458                                 // 12 bytes
1459                                 for (i = 0;i < 3;i++)
1460                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1461                                 // 6 bytes
1462                                 MSG_WriteCoord16i (&buf, forwardmove);
1463                                 MSG_WriteCoord16i (&buf, sidemove);
1464                                 MSG_WriteCoord16i (&buf, upmove);
1465                                 // 2 bytes
1466                                 MSG_WriteByte (&buf, bits);
1467                                 MSG_WriteByte (&buf, impulse);
1468
1469                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1470                         }
1471                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1472                         {
1473                                 // 5 bytes
1474                                 MSG_WriteByte (&buf, clc_move);
1475                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1476                                 // 6 bytes
1477                                 for (i = 0;i < 3;i++)
1478                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1479                                 // 6 bytes
1480                                 MSG_WriteCoord16i (&buf, forwardmove);
1481                                 MSG_WriteCoord16i (&buf, sidemove);
1482                                 MSG_WriteCoord16i (&buf, upmove);
1483                                 // 2 bytes
1484                                 MSG_WriteByte (&buf, bits);
1485                                 MSG_WriteByte (&buf, impulse);
1486
1487                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1488                         }
1489                         else
1490                         {
1491                                 // 5 bytes
1492                                 MSG_WriteByte (&buf, clc_move);
1493                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1494                                 {
1495                                         if (cl_movement.integer)
1496                                         {
1497                                                 cl.movesequence++;
1498                                                 MSG_WriteLong (&buf, cl.movesequence);
1499                                         }
1500                                         else
1501                                                 MSG_WriteLong (&buf, 0);
1502                                 }
1503                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1504                                 // 6 bytes
1505                                 for (i = 0;i < 3;i++)
1506                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1507                                 // 6 bytes
1508                                 MSG_WriteCoord16i (&buf, forwardmove);
1509                                 MSG_WriteCoord16i (&buf, sidemove);
1510                                 MSG_WriteCoord16i (&buf, upmove);
1511                                 // 5 bytes
1512                                 MSG_WriteLong (&buf, bits);
1513                                 MSG_WriteByte (&buf, impulse);
1514                                 // PRYDON_CLIENTCURSOR
1515                                 // 30 bytes
1516                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1517                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1518                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1519                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1520                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1521                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1522                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1523                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1524                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1525
1526                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1527                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1528                         }
1529                 }
1530
1531                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1532                 {
1533                         // ack the last few frame numbers
1534                         // (redundent to improve handling of client->server packet loss)
1535                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1536                         for (i = 0;i < LATESTFRAMENUMS;i++)
1537                         {
1538                                 if (cl.latestframenums[i] > 0)
1539                                 {
1540                                         if (developer_networkentities.integer >= 1)
1541                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1542                                         MSG_WriteByte(&buf, clc_ackframe);
1543                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1544                                 }
1545                         }
1546                 }
1547
1548                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1549                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1550         }
1551
1552         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1553         {
1554                 // acknowledge any recently received data blocks
1555                 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1556                 {
1557                         MSG_WriteByte(&buf, clc_ackdownloaddata);
1558                         MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1559                         MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1560                         cls.dp_downloadack[i].start = 0;
1561                         cls.dp_downloadack[i].size = 0;
1562                 }
1563         }
1564
1565         // send the reliable message (forwarded commands) if there is one
1566         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1567
1568         if (cls.netcon->message.overflowed)
1569         {
1570                 Con_Print("CL_SendMove: lost server connection\n");
1571                 CL_Disconnect();
1572                 Host_ShutdownServer();
1573         }
1574 }
1575
1576 /*
1577 ============
1578 CL_InitInput
1579 ============
1580 */
1581 void CL_InitInput (void)
1582 {
1583         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1584         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1585         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1586         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1587         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1588         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1589         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1590         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1591         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1592         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1593         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1594         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1595         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1596         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1597         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1598         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1599         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1600         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1601         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1602         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1603         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1604         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1605         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1606         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1607         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1608         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1609         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1610         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1611         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1612         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1613         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1614         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1615         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1616
1617         // LordHavoc: added use button
1618         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1619         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1620
1621         // LordHavoc: added 6 new buttons
1622         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1623         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1624         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1625         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1626         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1627         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1628         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1629         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1630         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1631         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1632         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1633         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1634         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1635         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1636         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1637         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1638         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1639         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1640         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1641         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1642         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1643         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1644         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1645         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1646         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1647         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1648         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1649         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1650
1651         // LordHavoc: added bestweapon command
1652         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
1653
1654         Cvar_RegisterVariable(&cl_movement);
1655         Cvar_RegisterVariable(&cl_movement_latency);
1656         Cvar_RegisterVariable(&cl_movement_maxspeed);
1657         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1658         Cvar_RegisterVariable(&cl_movement_stopspeed);
1659         Cvar_RegisterVariable(&cl_movement_friction);
1660         Cvar_RegisterVariable(&cl_movement_edgefriction);
1661         Cvar_RegisterVariable(&cl_movement_stepheight);
1662         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1663         Cvar_RegisterVariable(&cl_movement_accelerate);
1664         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1665         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1666         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1667         Cvar_RegisterVariable(&cl_gravity);
1668         Cvar_RegisterVariable(&cl_slowmo);
1669
1670         Cvar_RegisterVariable(&in_pitch_min);
1671         Cvar_RegisterVariable(&in_pitch_max);
1672         Cvar_RegisterVariable(&m_filter);
1673
1674         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1675
1676         Cvar_RegisterVariable(&cl_nodelta);
1677 }
1678