qw support is 99% working
[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         vec3_t temp;
358         float mx, my;
359         static float old_mouse_x = 0, old_mouse_y = 0;
360
361         // clamp before the move to prevent starting with bad angles
362         CL_AdjustAngles ();
363
364         // get basic movement from keyboard
365         // PRYDON_CLIENTCURSOR needs to survive basemove resets
366         VectorCopy (cl.cmd.cursor_screen, temp);
367         memset (&cl.cmd, 0, sizeof(cl.cmd));
368         VectorCopy (temp, cl.cmd.cursor_screen);
369
370         if (in_strafe.state & 1)
371         {
372                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
373                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
374         }
375
376         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
377         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
378
379         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
380         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
381
382         if (! (in_klook.state & 1) )
383         {
384                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
385                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
386         }
387
388         // adjust for speed key
389         if (in_speed.state & 1)
390         {
391                 cl.cmd.forwardmove *= cl_movespeedkey.value;
392                 cl.cmd.sidemove *= cl_movespeedkey.value;
393                 cl.cmd.upmove *= cl_movespeedkey.value;
394         }
395
396         in_mouse_x = 0;
397         in_mouse_y = 0;
398
399         // allow mice or other external controllers to add to the move
400         IN_Move ();
401
402         // ignore a mouse move if mouse was activated/deactivated this frame
403         if (cl_ignoremousemove)
404         {
405                 cl_ignoremousemove = false;
406                 in_mouse_x = 0;
407                 in_mouse_y = 0;
408         }
409
410         // apply m_filter if it is on
411         mx = in_mouse_x;
412         my = in_mouse_y;
413         if (m_filter.integer)
414         {
415                 in_mouse_x = (mx + old_mouse_x) * 0.5;
416                 in_mouse_y = (my + old_mouse_y) * 0.5;
417         }
418         old_mouse_x = mx;
419         old_mouse_y = my;
420
421         // if not in menu, apply mouse move to viewangles/movement
422         if (!cl.csqc_wantsmousemove && in_client_mouse)
423         {
424                 if (cl_prydoncursor.integer)
425                 {
426                         // mouse interacting with the scene, mostly stationary view
427                         V_StopPitchDrift();
428                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
429                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
430                 }
431                 else if (in_strafe.state & 1)
432                 {
433                         // strafing mode, all looking is movement
434                         V_StopPitchDrift();
435                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
436                         if (noclip_anglehack)
437                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
438                         else
439                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
440                 }
441                 else if ((in_mlook.state & 1) || freelook.integer)
442                 {
443                         // mouselook, lookstrafe causes turning to become strafing
444                         V_StopPitchDrift();
445                         if (lookstrafe.integer)
446                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
447                         else
448                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
449                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
450                 }
451                 else
452                 {
453                         // non-mouselook, yaw turning and forward/back movement
454                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
455                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
456                 }
457         }
458
459         // clamp after the move to prevent rendering with bad angles
460         CL_AdjustAngles ();
461 }
462
463 #include "cl_collision.h"
464
465 extern void V_CalcRefdef(void);
466 void CL_UpdatePrydonCursor(void)
467 {
468         vec3_t temp, scale;
469
470         if (!cl_prydoncursor.integer)
471                 VectorClear(cl.cmd.cursor_screen);
472
473         /*
474         if (cl.cmd.cursor_screen[0] < -1)
475         {
476                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
477                 cl.cmd.cursor_screen[0] = -1;
478         }
479         if (cl.cmd.cursor_screen[0] > 1)
480         {
481                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
482                 cl.cmd.cursor_screen[0] = 1;
483         }
484         if (cl.cmd.cursor_screen[1] < -1)
485         {
486                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
487                 cl.cmd.cursor_screen[1] = -1;
488         }
489         if (cl.cmd.cursor_screen[1] > 1)
490         {
491                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
492                 cl.cmd.cursor_screen[1] = 1;
493         }
494         */
495         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
496         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
497         cl.cmd.cursor_screen[2] = 1;
498
499         scale[0] = -r_refdef.frustum_x;
500         scale[1] = -r_refdef.frustum_y;
501         scale[2] = 1;
502
503         // trace distance
504         VectorScale(scale, 1000000, scale);
505
506         // calculate current view matrix
507         V_CalcRefdef();
508         VectorClear(temp);
509         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
510         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
511         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
512         // trace from view origin to the cursor
513         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);
514         // makes sparks where cursor is
515         //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
516 }
517
518 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
519 {
520         int i;
521         int n;
522         // remove stale queue items
523         n = cl.movement_numqueue;
524         cl.movement_numqueue = 0;
525         for (i = 0;i < n;i++)
526                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
527                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
528         // add to input queue if there is room
529         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
530         {
531                 // add to input queue
532                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
533                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
534                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec * 0.001;
535                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
536                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
537                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
538                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
539                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
540                 cl.movement_queue[cl.movement_numqueue].crouch = false;
541                 cl.movement_numqueue++;
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.servermovesequence)
554         {
555                 for (i = 0;i < n;i++)
556                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
557                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
558         }
559         else
560         {
561                 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
562                 for (i = 0;i < n;i++)
563                         if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
564                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
565         }
566         // add to input queue if there is room
567         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
568         {
569                 // add to input queue
570                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
571                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
572                 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
573                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
574                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
575                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
576                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
577                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
578                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
579                 cl.movement_numqueue++;
580         }
581         cl.movement_replay = true;
582 }
583
584 void CL_ClientMovement_Replay(void)
585 {
586         int i;
587         int bump;
588         int contents;
589         int crouch;
590         int onground;
591         double edgefriction;
592         double frametime;
593         double t;
594         vec_t wishspeed;
595         vec_t addspeed;
596         vec_t accelspeed;
597         vec_t f;
598         vec_t *playermins;
599         vec_t *playermaxs;
600         vec3_t currentorigin;
601         vec3_t currentvelocity;
602         vec3_t forward;
603         vec3_t right;
604         vec3_t up;
605         vec3_t wishvel;
606         vec3_t wishdir;
607         vec3_t neworigin;
608         vec3_t currentorigin2;
609         vec3_t neworigin2;
610         vec3_t yawangles;
611         trace_t trace;
612         trace_t trace2;
613         trace_t trace3;
614
615         if (!cl.movement_replay)
616                 return;
617         cl.movement_replay = false;
618
619         // fetch current starting values
620         VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
621         VectorCopy(cl.mvelocity[0], currentvelocity);
622         // FIXME: try minor nudges in various directions if startsolid to find a
623         // safe place to start the walk (due to network compression in some
624         // protocols this starts in solid)
625         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
626         crouch = false; // this will be updated on first move
627
628         // check if onground
629         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
630         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
631         trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
632         onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
633         //Con_Printf("%f: ", cl.mtime[0]);
634
635         // replay the input queue to predict current location
636         // note: this relies on the fact there's always one queue item at the end
637
638         for (i = 0;cl.movement && i < cl.movement_numqueue;i++)
639         {
640                 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
641                 frametime = q->frametime;
642                 //Con_Printf(" %f", frametime);
643                 //if (frametime > 0)
644                 {
645                         if (q->crouch)
646                         {
647                                 // wants to crouch, this always works...
648                                 if (!crouch)
649                                         crouch = true;
650                         }
651                         else
652                         {
653                                 // wants to stand, if currently crouching we need to check for a
654                                 // low ceiling first
655                                 if (crouch)
656                                 {
657                                         trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
658                                         if (!trace.startsolid)
659                                                 crouch = false;
660                                 }
661                         }
662                         if (crouch)
663                         {
664                                 playermins = cl_playercrouchmins;
665                                 playermaxs = cl_playercrouchmaxs;
666                         }
667                         else
668                         {
669                                 playermins = cl_playerstandmins;
670                                 playermaxs = cl_playerstandmaxs;
671                         }
672                         // change velocity according to q->viewangles and q->move
673                         contents = CL_PointSuperContents(currentorigin);
674                         if (contents & SUPERCONTENTS_LIQUIDSMASK)
675                         {
676                                 // swim
677                                 AngleVectors(q->viewangles, forward, right, up);
678                                 VectorSet(up, 0, 0, 1);
679                                 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
680                                 wishspeed = VectorLength(wishvel);
681                                 if (wishspeed)
682                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
683                                 else
684                                         VectorSet( wishdir, 0.0, 0.0, 0.0 );
685                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
686                                 if (crouch)
687                                         wishspeed *= 0.5;
688                                 wishspeed *= 0.6;
689                                 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
690                                 f = wishspeed - DotProduct(currentvelocity, wishdir);
691                                 if (f > 0)
692                                 {
693                                         f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
694                                         VectorMA(currentvelocity, f, wishdir, currentvelocity);
695                                 }
696                                 if (q->jump)
697                                 {
698                                         if (contents & SUPERCONTENTS_LAVA)
699                                                 currentvelocity[2] =  50;
700                                         else if (contents & SUPERCONTENTS_SLIME)
701                                                 currentvelocity[2] =  80;
702                                         else
703                                         {
704                                                 if (gamemode == GAME_NEXUIZ)
705                                                         currentvelocity[2] = 200;
706                                                 else
707                                                         currentvelocity[2] = 100;
708                                         }
709                                 }
710                         }
711                         else
712                         {
713                                 // walk
714                                 if (onground && q->jump)
715                                 {
716                                         currentvelocity[2] += cl_movement_jumpvelocity.value;
717                                         onground = false;
718                                 }
719                                 VectorSet(yawangles, 0, q->viewangles[1], 0);
720                                 AngleVectors(yawangles, forward, right, up);
721                                 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
722                                 wishspeed = VectorLength(wishvel);
723                                 if (wishspeed)
724                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
725                                 else
726                                         VectorSet( wishdir, 0.0, 0.0, 0.0 );
727                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
728                                 if (crouch)
729                                         wishspeed *= 0.5;
730                                 // check if onground
731                                 if (onground)
732                                 {
733                                         // apply ground friction
734                                         f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
735                                         edgefriction = 1;
736                                         if (f > 0)
737                                         {
738                                                 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
739                                                 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
740                                                 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
741                                                 if (trace.fraction == 1)
742                                                         edgefriction = cl_movement_edgefriction.value;
743                                         }
744                                         // apply friction
745                                         f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
746                                         f = max(f, 0);
747                                         VectorScale(currentvelocity, f, currentvelocity);
748                                 }
749                                 else
750                                 {
751                                         // apply air speed limit
752                                         wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
753                                 }
754                                 if (gamemode == GAME_NEXUIZ)
755                                         addspeed = wishspeed;
756                                 else
757                                         addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
758                                 if (addspeed > 0)
759                                 {
760                                         accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
761                                         VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
762                                 }
763                                 currentvelocity[2] -= cl_gravity.value * frametime;
764                         }
765                 }
766                 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
767                 {
768                         if (crouch)
769                         {
770                                 playermins = cl_playercrouchmins;
771                                 playermaxs = cl_playercrouchmaxs;
772                         }
773                         else
774                         {
775                                 playermins = cl_playerstandmins;
776                                 playermaxs = cl_playerstandmaxs;
777                         }
778                         onground = false;
779                         for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
780                         {
781                                 VectorMA(currentorigin, t, currentvelocity, neworigin);
782                                 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
783                                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
784                                 {
785                                         // may be a step or wall, try stepping up
786                                         // first move forward at a higher level
787                                         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
788                                         VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
789                                         trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
790                                         // then move down from there
791                                         VectorCopy(trace2.endpos, currentorigin2);
792                                         VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
793                                         trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
794                                         //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]);
795                                         // accept the new trace if it made some progress
796                                         if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
797                                         {
798                                                 trace = trace2;
799                                                 VectorCopy(trace3.endpos, trace.endpos);
800                                         }
801                                 }
802                                 if (trace.fraction == 1)
803                                 {
804                                         VectorCopy(trace.endpos, currentorigin);
805                                         break;
806                                 }
807                                 if (trace.plane.normal[2] > 0.7)
808                                         onground = true;
809                                 t *= 1 - trace.fraction;
810                                 if (trace.fraction >= 0.001)
811                                         VectorCopy(trace.endpos, currentorigin);
812                                 f = DotProduct(currentvelocity, trace.plane.normal);
813                                 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
814                         }
815                 }
816         }
817         // store replay location
818         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
819         VectorCopy(currentorigin, cl.movement_origin);
820         VectorCopy(currentvelocity, cl.movement_velocity);
821         //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
822         //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
823 }
824
825 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
826 {
827         int bits;
828
829         bits = 0;
830         if (to->angles[0] != from->angles[0])
831                 bits |= QW_CM_ANGLE1;
832         if (to->angles[1] != from->angles[1])
833                 bits |= QW_CM_ANGLE2;
834         if (to->angles[2] != from->angles[2])
835                 bits |= QW_CM_ANGLE3;
836         if (to->forwardmove != from->forwardmove)
837                 bits |= QW_CM_FORWARD;
838         if (to->sidemove != from->sidemove)
839                 bits |= QW_CM_SIDE;
840         if (to->upmove != from->upmove)
841                 bits |= QW_CM_UP;
842         if (to->buttons != from->buttons)
843                 bits |= QW_CM_BUTTONS;
844         if (to->impulse != from->impulse)
845                 bits |= QW_CM_IMPULSE;
846
847         MSG_WriteByte(buf, bits);
848         if (bits & QW_CM_ANGLE1)
849                 MSG_WriteAngle16i(buf, to->angles[0]);
850         if (bits & QW_CM_ANGLE2)
851                 MSG_WriteAngle16i(buf, to->angles[1]);
852         if (bits & QW_CM_ANGLE3)
853                 MSG_WriteAngle16i(buf, to->angles[2]);
854         if (bits & QW_CM_FORWARD)
855                 MSG_WriteShort(buf, to->forwardmove);
856         if (bits & QW_CM_SIDE)
857                 MSG_WriteShort(buf, to->sidemove);
858         if (bits & QW_CM_UP)
859                 MSG_WriteShort(buf, to->upmove);
860         if (bits & QW_CM_BUTTONS)
861                 MSG_WriteByte(buf, to->buttons);
862         if (bits & QW_CM_IMPULSE)
863                 MSG_WriteByte(buf, to->impulse);
864         MSG_WriteByte(buf, to->msec);
865 }
866
867 /*
868 ==============
869 CL_SendMove
870 ==============
871 */
872 extern cvar_t cl_netinputpacketspersecond;
873 void CL_SendMove(void)
874 {
875         int i;
876         int bits;
877         int impulse;
878         sizebuf_t buf;
879         unsigned char data[128];
880         static double lastsendtime = 0;
881 #define MOVEAVERAGING 0
882 #if MOVEAVERAGING
883         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
884 #endif
885         float forwardmove, sidemove, upmove;
886
887         // if playing a demo, do nothing
888         if (!cls.netcon)
889                 return;
890
891 #if MOVEAVERAGING
892         // accumulate changes between messages
893         accumforwardmove += cl.cmd.forwardmove;
894         accumsidemove += cl.cmd.sidemove;
895         accumupmove += cl.cmd.upmove;
896         accumtotal++;
897 #endif
898
899         if (cl_movement.integer && cls.signon == SIGNONS)
900         {
901                 if (!cl.movement_needupdate)
902                         return;
903                 cl.movement_needupdate = false;
904                 cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
905         }
906         else
907         {
908                 cl.movement = false;
909                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
910                         return;
911                 // don't let it fall behind if CL_SendMove hasn't been called recently
912                 // (such is the case when framerate is too low for instance)
913                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
914         }
915 #if MOVEAVERAGING
916         // average the accumulated changes
917         accumtotal = 1.0f / accumtotal;
918         forwardmove = accumforwardmove * accumtotal;
919         sidemove = accumsidemove * accumtotal;
920         upmove = accumupmove * accumtotal;
921         accumforwardmove = 0;
922         accumsidemove = 0;
923         accumupmove = 0;
924         accumtotal = 0;
925 #else
926         // use the latest values
927         forwardmove = cl.cmd.forwardmove;
928         sidemove = cl.cmd.sidemove;
929         upmove = cl.cmd.upmove;
930 #endif
931
932         if (cls.signon == SIGNONS)
933                 CL_UpdatePrydonCursor();
934
935         buf.maxsize = 128;
936         buf.cursize = 0;
937         buf.data = data;
938
939         // set button bits
940         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
941         bits = 0;
942         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
943         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
944         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
945         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
946         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
947         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
948         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
949         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
950         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
951         if (key_dest != key_game || key_consoleactive) bits |= 512;
952         if (cl_prydoncursor.integer) bits |= 1024;
953         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
954         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
955         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
956         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
957         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
958         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
959         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
960         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
961         // button bits 19-31 unused currently
962         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
963         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
964         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
965         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
966         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
967
968         impulse = in_impulse;
969         in_impulse = 0;
970
971         csqc_buttons = bits;
972
973         if (cls.signon == SIGNONS)
974         {
975                 // always dump the first two messages, because they may contain leftover inputs from the last level
976                 if (++cl.movemessages >= 2)
977                 {
978                         // send the movement message
979                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
980                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
981                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
982                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
983                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
984                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
985                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
986                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
987                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
988                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
989                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
990                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
991                         {
992                                 int checksumindex;
993                                 double msectime;
994                                 static double oldmsectime;
995                                 qw_usercmd_t *cmd, *oldcmd;
996                                 qw_usercmd_t nullcmd;
997
998                                 //Con_Printf("code qw_clc_move\n");
999
1000                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1001                                 cmd = &cl.qw_moves[i];
1002                                 memset(&nullcmd, 0, sizeof(nullcmd));
1003                                 memset(cmd, 0, sizeof(*cmd));
1004                                 cmd->buttons = bits;
1005                                 cmd->impulse = impulse;
1006                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1007                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1008                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1009                                 VectorCopy(cl.viewangles, cmd->angles);
1010                                 msectime = realtime * 1000;
1011                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1012                                 // ridiculous value rejection (matches qw)
1013                                 if (cmd->msec > 250)
1014                                         cmd->msec = 100;
1015                                 oldmsectime = msectime;
1016
1017                                 CL_ClientMovement_InputQW(cmd);
1018
1019                                 MSG_WriteByte(&buf, qw_clc_move);
1020                                 // save the position for a checksum byte
1021                                 checksumindex = buf.cursize;
1022                                 MSG_WriteByte(&buf, 0);
1023                                 // packet loss percentage
1024                                 // FIXME: netgraph stuff
1025                                 MSG_WriteByte(&buf, 0);
1026                                 // write most recent 3 moves
1027                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1028                                 cmd = &cl.qw_moves[i];
1029                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1030                                 oldcmd = cmd;
1031                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1032                                 cmd = &cl.qw_moves[i];
1033                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1034                                 oldcmd = cmd;
1035                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1036                                 cmd = &cl.qw_moves[i];
1037                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1038                                 // calculate the checksum
1039                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1040                                 // if delta compression history overflows, request no delta
1041                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1042                                         cl.qw_validsequence = 0;
1043                                 // request delta compression if appropriate
1044                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1045                                 {
1046                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1047                                         MSG_WriteByte(&buf, qw_clc_delta);
1048                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1049                                 }
1050                                 else
1051                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1052                         }
1053                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1054                         {
1055                                 // 5 bytes
1056                                 MSG_WriteByte (&buf, clc_move);
1057                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1058                                 // 3 bytes
1059                                 for (i = 0;i < 3;i++)
1060                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1061                                 // 6 bytes
1062                                 MSG_WriteCoord16i (&buf, forwardmove);
1063                                 MSG_WriteCoord16i (&buf, sidemove);
1064                                 MSG_WriteCoord16i (&buf, upmove);
1065                                 // 2 bytes
1066                                 MSG_WriteByte (&buf, bits);
1067                                 MSG_WriteByte (&buf, impulse);
1068
1069                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1070                         }
1071                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1072                         {
1073                                 // 5 bytes
1074                                 MSG_WriteByte (&buf, clc_move);
1075                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1076                                 // 12 bytes
1077                                 for (i = 0;i < 3;i++)
1078                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1079                                 // 6 bytes
1080                                 MSG_WriteCoord16i (&buf, forwardmove);
1081                                 MSG_WriteCoord16i (&buf, sidemove);
1082                                 MSG_WriteCoord16i (&buf, upmove);
1083                                 // 2 bytes
1084                                 MSG_WriteByte (&buf, bits);
1085                                 MSG_WriteByte (&buf, impulse);
1086
1087                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1088                         }
1089                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1090                         {
1091                                 // 5 bytes
1092                                 MSG_WriteByte (&buf, clc_move);
1093                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1094                                 // 6 bytes
1095                                 for (i = 0;i < 3;i++)
1096                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1097                                 // 6 bytes
1098                                 MSG_WriteCoord16i (&buf, forwardmove);
1099                                 MSG_WriteCoord16i (&buf, sidemove);
1100                                 MSG_WriteCoord16i (&buf, upmove);
1101                                 // 2 bytes
1102                                 MSG_WriteByte (&buf, bits);
1103                                 MSG_WriteByte (&buf, impulse);
1104
1105                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1106                         }
1107                         else
1108                         {
1109                                 // 5 bytes
1110                                 MSG_WriteByte (&buf, clc_move);
1111                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1112                                 {
1113                                         if (cl_movement.integer)
1114                                         {
1115                                                 cl.movesequence++;
1116                                                 MSG_WriteLong (&buf, cl.movesequence);
1117                                         }
1118                                         else
1119                                                 MSG_WriteLong (&buf, 0);
1120                                 }
1121                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1122                                 // 6 bytes
1123                                 for (i = 0;i < 3;i++)
1124                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1125                                 // 6 bytes
1126                                 MSG_WriteCoord16i (&buf, forwardmove);
1127                                 MSG_WriteCoord16i (&buf, sidemove);
1128                                 MSG_WriteCoord16i (&buf, upmove);
1129                                 // 5 bytes
1130                                 MSG_WriteLong (&buf, bits);
1131                                 MSG_WriteByte (&buf, impulse);
1132                                 // PRYDON_CLIENTCURSOR
1133                                 // 30 bytes
1134                                 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
1135                                 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
1136                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1137                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1138                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1139                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1140                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1141                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1142                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1143
1144                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1145                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1146                         }
1147                 }
1148
1149                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1150                 {
1151                         // ack the last few frame numbers
1152                         // (redundent to improve handling of client->server packet loss)
1153                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1154                         for (i = 0;i < LATESTFRAMENUMS;i++)
1155                         {
1156                                 if (cl.latestframenums[i] > 0)
1157                                 {
1158                                         if (developer_networkentities.integer >= 1)
1159                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1160                                         MSG_WriteByte(&buf, clc_ackframe);
1161                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1162                                 }
1163                         }
1164                 }
1165
1166                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1167                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1168         }
1169
1170         // send the reliable message (forwarded commands) if there is one
1171         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1172
1173         if (cls.netcon->message.overflowed)
1174         {
1175                 Con_Print("CL_SendMove: lost server connection\n");
1176                 CL_Disconnect();
1177                 Host_ShutdownServer();
1178         }
1179 }
1180
1181 /*
1182 ============
1183 CL_InitInput
1184 ============
1185 */
1186 void CL_InitInput (void)
1187 {
1188         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1189         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1190         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1191         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1192         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1193         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1194         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1195         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1196         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1197         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1198         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1199         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1200         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1201         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1202         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1203         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1204         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1205         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1206         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1207         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1208         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1209         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1210         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1211         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1212         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1213         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1214         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1215         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1216         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1217         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1218         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1219         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1220         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1221
1222         // LordHavoc: added use button
1223         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1224         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1225
1226         // LordHavoc: added 6 new buttons
1227         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1228         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1229         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1230         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1231         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1232         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1233         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1234         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1235         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1236         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1237         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1238         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1239         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1240         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1241         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1242         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1243         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1244         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1245         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1246         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1247         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1248         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1249         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1250         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1251         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1252         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1253         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1254         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1255
1256         Cvar_RegisterVariable(&cl_movement);
1257         Cvar_RegisterVariable(&cl_movement_latency);
1258         Cvar_RegisterVariable(&cl_movement_maxspeed);
1259         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1260         Cvar_RegisterVariable(&cl_movement_stopspeed);
1261         Cvar_RegisterVariable(&cl_movement_friction);
1262         Cvar_RegisterVariable(&cl_movement_edgefriction);
1263         Cvar_RegisterVariable(&cl_movement_stepheight);
1264         Cvar_RegisterVariable(&cl_movement_accelerate);
1265         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1266         Cvar_RegisterVariable(&cl_gravity);
1267         Cvar_RegisterVariable(&cl_slowmo);
1268
1269         Cvar_RegisterVariable(&in_pitch_min);
1270         Cvar_RegisterVariable(&in_pitch_max);
1271         Cvar_RegisterVariable(&m_filter);
1272
1273         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1274
1275         Cvar_RegisterVariable(&cl_nodelta);
1276 }
1277