fix EF_SELECTABLE flickering bug with prydon cursor
[divverent/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 /*
201 ===============
202 CL_KeyState
203
204 Returns 0.25 if a key was pressed and released during the frame,
205 0.5 if it was pressed and held
206 0 if held then released, and
207 1.0 if held for the entire time
208 ===============
209 */
210 float CL_KeyState (kbutton_t *key)
211 {
212         float           val;
213         qboolean        impulsedown, impulseup, down;
214
215         impulsedown = key->state & 2;
216         impulseup = key->state & 4;
217         down = key->state & 1;
218         val = 0;
219
220         if (impulsedown && !impulseup)
221         {
222                 if (down)
223                         val = 0.5;      // pressed and held this frame
224                 else
225                         val = 0;        //      I_Error ();
226         }
227         if (impulseup && !impulsedown)
228         {
229                 if (down)
230                         val = 0;        //      I_Error ();
231                 else
232                         val = 0;        // released this frame
233         }
234         if (!impulsedown && !impulseup)
235         {
236                 if (down)
237                         val = 1.0;      // held the entire frame
238                 else
239                         val = 0;        // up the entire frame
240         }
241         if (impulsedown && impulseup)
242         {
243                 if (down)
244                         val = 0.75;     // released and re-pressed this frame
245                 else
246                         val = 0.25;     // pressed and released this frame
247         }
248
249         key->state &= 1;                // clear impulses
250
251         return val;
252 }
253
254
255
256
257 //==========================================================================
258
259 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
260 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
261 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
262 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
263
264 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
265
266 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
267 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
268
269 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
270
271 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
272 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
273 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
274 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
275 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
276 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
277 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
278 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
279 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
280 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
281 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
282 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
283
284 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
285 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
286
287 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
288
289 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
290
291 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
292
293
294 /*
295 ================
296 CL_AdjustAngles
297
298 Moves the local angle positions
299 ================
300 */
301 void CL_AdjustAngles (void)
302 {
303         float   speed;
304         float   up, down;
305
306         if (in_speed.state & 1)
307                 speed = host_realframetime * cl_anglespeedkey.value;
308         else
309                 speed = host_realframetime;
310
311         if (!(in_strafe.state & 1))
312         {
313                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
314                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
315         }
316         if (in_klook.state & 1)
317         {
318                 V_StopPitchDrift ();
319                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
320                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
321         }
322
323         up = CL_KeyState (&in_lookup);
324         down = CL_KeyState(&in_lookdown);
325
326         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
327         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
328
329         if (up || down)
330                 V_StopPitchDrift ();
331
332         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
333         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
334         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
335         if (cl.viewangles[YAW] >= 180)
336                 cl.viewangles[YAW] -= 360;
337         if (cl.viewangles[PITCH] >= 180)
338                 cl.viewangles[PITCH] -= 360;
339         if (cl.viewangles[ROLL] >= 180)
340                 cl.viewangles[ROLL] -= 360;
341
342         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
343         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
344 }
345
346 qboolean cl_ignoremousemove = false;
347
348 /*
349 ================
350 CL_Move
351
352 Send the intended movement message to the server
353 ================
354 */
355 void CL_Move (void)
356 {
357         float mx, my;
358         static float old_mouse_x = 0, old_mouse_y = 0;
359
360         // clamp before the move to prevent starting with bad angles
361         CL_AdjustAngles ();
362
363         // reset some of the command fields
364         cl.cmd.forwardmove = 0;
365         cl.cmd.sidemove = 0;
366         cl.cmd.upmove = 0;
367
368         // get basic movement from keyboard
369         if (in_strafe.state & 1)
370         {
371                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
372                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
373         }
374
375         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
376         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
377
378         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
379         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
380
381         if (! (in_klook.state & 1) )
382         {
383                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
384                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
385         }
386
387         // adjust for speed key
388         if (in_speed.state & 1)
389         {
390                 cl.cmd.forwardmove *= cl_movespeedkey.value;
391                 cl.cmd.sidemove *= cl_movespeedkey.value;
392                 cl.cmd.upmove *= cl_movespeedkey.value;
393         }
394
395         in_mouse_x = 0;
396         in_mouse_y = 0;
397
398         // allow mice or other external controllers to add to the move
399         IN_Move ();
400
401         // ignore a mouse move if mouse was activated/deactivated this frame
402         if (cl_ignoremousemove)
403         {
404                 cl_ignoremousemove = false;
405                 in_mouse_x = 0;
406                 in_mouse_y = 0;
407         }
408
409         // apply m_filter if it is on
410         mx = in_mouse_x;
411         my = in_mouse_y;
412         if (m_filter.integer)
413         {
414                 in_mouse_x = (mx + old_mouse_x) * 0.5;
415                 in_mouse_y = (my + old_mouse_y) * 0.5;
416         }
417         old_mouse_x = mx;
418         old_mouse_y = my;
419
420         // if not in menu, apply mouse move to viewangles/movement
421         if (!cl.csqc_wantsmousemove && in_client_mouse)
422         {
423                 if (cl_prydoncursor.integer)
424                 {
425                         // mouse interacting with the scene, mostly stationary view
426                         V_StopPitchDrift();
427                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
428                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
429                 }
430                 else if (in_strafe.state & 1)
431                 {
432                         // strafing mode, all looking is movement
433                         V_StopPitchDrift();
434                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
435                         if (noclip_anglehack)
436                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
437                         else
438                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
439                 }
440                 else if ((in_mlook.state & 1) || freelook.integer)
441                 {
442                         // mouselook, lookstrafe causes turning to become strafing
443                         V_StopPitchDrift();
444                         if (lookstrafe.integer)
445                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
446                         else
447                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
448                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
449                 }
450                 else
451                 {
452                         // non-mouselook, yaw turning and forward/back movement
453                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
454                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
455                 }
456         }
457
458         // clamp after the move to prevent rendering with bad angles
459         CL_AdjustAngles ();
460 }
461
462 #include "cl_collision.h"
463
464 extern void V_CalcRefdef(void);
465 void CL_UpdatePrydonCursor(void)
466 {
467         vec3_t temp, scale;
468
469         if (!cl_prydoncursor.integer)
470                 VectorClear(cl.cmd.cursor_screen);
471
472         /*
473         if (cl.cmd.cursor_screen[0] < -1)
474         {
475                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
476                 cl.cmd.cursor_screen[0] = -1;
477         }
478         if (cl.cmd.cursor_screen[0] > 1)
479         {
480                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
481                 cl.cmd.cursor_screen[0] = 1;
482         }
483         if (cl.cmd.cursor_screen[1] < -1)
484         {
485                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
486                 cl.cmd.cursor_screen[1] = -1;
487         }
488         if (cl.cmd.cursor_screen[1] > 1)
489         {
490                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
491                 cl.cmd.cursor_screen[1] = 1;
492         }
493         */
494         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
495         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
496         cl.cmd.cursor_screen[2] = 1;
497
498         scale[0] = -r_refdef.frustum_x;
499         scale[1] = -r_refdef.frustum_y;
500         scale[2] = 1;
501
502         // trace distance
503         VectorScale(scale, 1000000, scale);
504
505         // calculate current view matrix
506         V_CalcRefdef();
507         VectorClear(temp);
508         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
509         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
510         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
511         // trace from view origin to the cursor
512         cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL, false);
513         // makes sparks where cursor is
514         //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
515 }
516
517 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
518 {
519         int i;
520         int n;
521         // remove stale queue items
522         n = cl.movement_numqueue;
523         cl.movement_numqueue = 0;
524         if (cl.movement)
525         {
526                 for (i = 0;i < n;i++)
527                         if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
528                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
529                 // add to input queue if there is room
530                 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
531                 {
532                         // add to input queue
533                         cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
534                         cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
535                         cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec * 0.001;
536                         VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
537                         cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
538                         cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
539                         cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
540                         cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
541                         cl.movement_queue[cl.movement_numqueue].crouch = false;
542                         cl.movement_numqueue++;
543                 }
544         }
545         cl.movement_replay = true;
546 }
547
548 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
549 {
550         int i;
551         int n;
552         // remove stale queue items
553         n = cl.movement_numqueue;
554         cl.movement_numqueue = 0;
555         if (cl.movement)
556         {
557                 if (cl.servermovesequence)
558                 {
559                         for (i = 0;i < n;i++)
560                                 if (cl.movement_queue[i].sequence > cl.servermovesequence)
561                                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
562                 }
563                 else
564                 {
565                         double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
566                         for (i = 0;i < n;i++)
567                                 if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
568                                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
569                 }
570                 // add to input queue if there is room
571                 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
572                 {
573                         // add to input queue
574                         cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
575                         cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
576                         cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
577                         VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
578                         cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
579                         cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
580                         cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
581                         cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
582                         cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
583                         cl.movement_numqueue++;
584                 }
585         }
586         cl.movement_replay = true;
587 }
588
589 void CL_ClientMovement_Replay(void)
590 {
591         int i;
592         int bump;
593         int contents;
594         int crouch;
595         int onground;
596         int canjump;
597         float movevars_gravity;
598         float movevars_stopspeed;
599         float movevars_maxspeed;
600         float movevars_spectatormaxspeed;
601         float movevars_accelerate;
602         float movevars_airaccelerate;
603         float movevars_wateraccelerate;
604         float movevars_friction;
605         float movevars_waterfriction;
606         float movevars_entgravity;
607         float movevars_jumpvelocity;
608         float movevars_edgefriction;
609         float movevars_maxairspeed;
610         float movevars_stepheight;
611         double edgefriction;
612         double frametime;
613         double t;
614         vec_t wishspeed;
615         vec_t addspeed;
616         vec_t accelspeed;
617         vec_t f;
618         vec_t *playermins;
619         vec_t *playermaxs;
620         vec3_t currentorigin;
621         vec3_t currentvelocity;
622         vec3_t forward;
623         vec3_t right;
624         vec3_t up;
625         vec3_t wishvel;
626         vec3_t wishdir;
627         vec3_t neworigin;
628         vec3_t currentorigin2;
629         vec3_t neworigin2;
630         vec3_t yawangles;
631         trace_t trace;
632         trace_t trace2;
633         trace_t trace3;
634
635
636         if (!cl.movement_replay)
637                 return;
638         cl.movement_replay = false;
639
640         if (cls.protocol == PROTOCOL_QUAKEWORLD)
641         {
642                 movevars_gravity = cl.qw_movevars_gravity;
643                 movevars_stopspeed = cl.qw_movevars_stopspeed;
644                 movevars_maxspeed = cl.qw_movevars_maxspeed;
645                 movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
646                 movevars_accelerate = cl.qw_movevars_accelerate;
647                 movevars_airaccelerate = cl.qw_movevars_airaccelerate;
648                 movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
649                 movevars_friction = cl.qw_movevars_friction;
650                 movevars_waterfriction = cl.qw_movevars_waterfriction;
651                 movevars_entgravity = cl.qw_movevars_entgravity;
652                 movevars_jumpvelocity = cl_movement_jumpvelocity.value;
653                 movevars_edgefriction = cl_movement_edgefriction.value;
654                 movevars_maxairspeed = cl_movement_maxairspeed.value;
655                 movevars_stepheight = cl_movement_stepheight.value;
656         }
657         else
658         {
659                 movevars_gravity = sv_gravity.value;
660                 movevars_stopspeed = cl_movement_stopspeed.value;
661                 movevars_maxspeed = cl_movement_maxspeed.value;
662                 movevars_spectatormaxspeed = cl_movement_maxspeed.value;
663                 movevars_accelerate = cl_movement_accelerate.value;
664                 movevars_airaccelerate = cl_movement_accelerate.value;
665                 movevars_wateraccelerate = cl_movement_accelerate.value;
666                 movevars_friction = cl_movement_friction.value;
667                 movevars_waterfriction = cl_movement_friction.value;
668                 movevars_entgravity = 1;
669                 movevars_jumpvelocity = cl_movement_jumpvelocity.value;
670                 movevars_edgefriction = cl_movement_edgefriction.value;
671                 movevars_maxairspeed = cl_movement_maxairspeed.value;
672                 movevars_stepheight = cl_movement_stepheight.value;
673         }
674
675         // fetch current starting values
676         VectorCopy(cl.entities[cl.playerentity].state_current.origin, currentorigin);
677         VectorCopy(cl.mvelocity[0], currentvelocity);
678         // FIXME: try minor nudges in various directions if startsolid to find a
679         // safe place to start the walk (due to network compression in some
680         // protocols this starts in solid)
681         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
682
683         // check if onground
684         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
685         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
686         if (cl.movement)
687         {
688                 trace = CL_TraceBox(currentorigin2, cl.playercrouchmins, cl.playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
689                 onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
690                 crouch = false; // this will be updated on first move
691                 canjump = true;
692                 //Con_Printf("%f: ", cl.mtime[0]);
693
694                 // replay the input queue to predict current location
695                 // note: this relies on the fact there's always one queue item at the end
696
697                 for (i = 0;i < cl.movement_numqueue;i++)
698                 {
699                         client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
700                         frametime = q->frametime;
701                         //Con_Printf(" %f", frametime);
702                         //if (frametime > 0)
703                         {
704                                 if (q->crouch)
705                                 {
706                                         // wants to crouch, this always works...
707                                         if (!crouch)
708                                                 crouch = true;
709                                 }
710                                 else
711                                 {
712                                         // wants to stand, if currently crouching we need to check for a
713                                         // low ceiling first
714                                         if (crouch)
715                                         {
716                                                 trace = CL_TraceBox(currentorigin, cl.playerstandmins, cl.playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
717                                                 if (!trace.startsolid)
718                                                         crouch = false;
719                                         }
720                                 }
721                                 if (crouch)
722                                 {
723                                         playermins = cl.playercrouchmins;
724                                         playermaxs = cl.playercrouchmaxs;
725                                 }
726                                 else
727                                 {
728                                         playermins = cl.playerstandmins;
729                                         playermaxs = cl.playerstandmaxs;
730                                 }
731                                 // change velocity according to q->viewangles and q->move
732                                 contents = CL_PointSuperContents(currentorigin);
733                                 if (contents & SUPERCONTENTS_LIQUIDSMASK)
734                                 {
735                                         // swim
736                                         AngleVectors(q->viewangles, forward, right, up);
737                                         VectorSet(up, 0, 0, 1);
738                                         VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
739                                         wishspeed = VectorLength(wishvel);
740                                         if (wishspeed)
741                                                 VectorScale(wishvel, 1 / wishspeed, wishdir);
742                                         else
743                                                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
744                                         wishspeed = min(wishspeed, movevars_maxspeed) * 0.6;
745                                         if (crouch)
746                                                 wishspeed *= 0.5;
747                                         VectorScale(currentvelocity, (1 - frametime * movevars_waterfriction), currentvelocity);
748                                         f = wishspeed - DotProduct(currentvelocity, wishdir);
749                                         if (f > 0)
750                                         {
751                                                 f = min(f, movevars_wateraccelerate * frametime * wishspeed);
752                                                 VectorMA(currentvelocity, f, wishdir, currentvelocity);
753                                         }
754                                         if (q->jump)
755                                         {
756                                                 if (contents & SUPERCONTENTS_LAVA)
757                                                         currentvelocity[2] =  50;
758                                                 else if (contents & SUPERCONTENTS_SLIME)
759                                                         currentvelocity[2] =  80;
760                                                 else
761                                                 {
762                                                         if (gamemode == GAME_NEXUIZ)
763                                                                 currentvelocity[2] = 200;
764                                                         else
765                                                                 currentvelocity[2] = 100;
766                                                 }
767                                         }
768                                 }
769                                 else
770                                 {
771                                         // walk
772                                         if (onground && q->jump && canjump)
773                                         {
774                                                 currentvelocity[2] += movevars_jumpvelocity;
775                                                 onground = false;
776                                                 canjump = false;
777                                         }
778                                         if (!q->jump)
779                                                 canjump = true;
780                                         VectorSet(yawangles, 0, q->viewangles[1], 0);
781                                         AngleVectors(yawangles, forward, right, up);
782                                         VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
783                                         wishspeed = VectorLength(wishvel);
784                                         if (wishspeed)
785                                                 VectorScale(wishvel, 1 / wishspeed, wishdir);
786                                         else
787                                                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
788                                         wishspeed = min(wishspeed, movevars_maxspeed);
789                                         if (crouch)
790                                                 wishspeed *= 0.5;
791                                         // check if onground
792                                         if (onground)
793                                         {
794                                                 // apply ground friction
795                                                 f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
796                                                 edgefriction = 1;
797                                                 if (f > 0)
798                                                 {
799                                                         VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
800                                                         VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
801                                                         trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
802                                                         if (trace.fraction == 1)
803                                                                 edgefriction = movevars_edgefriction;
804                                                 }
805                                                 // apply friction
806                                                 f = 1 - frametime * edgefriction * ((f < movevars_stopspeed) ? (movevars_stopspeed / f) : 1) * movevars_friction;
807                                                 f = max(f, 0);
808                                                 VectorScale(currentvelocity, f, currentvelocity);
809                                         }
810                                         else
811                                         {
812                                                 // apply air speed limit
813                                                 wishspeed = min(wishspeed, movevars_maxairspeed);
814                                         }
815                                         if (gamemode == GAME_NEXUIZ)
816                                                 addspeed = wishspeed;
817                                         else
818                                                 addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
819                                         if (addspeed > 0)
820                                         {
821                                                 accelspeed = min(movevars_accelerate * frametime * wishspeed, addspeed);
822                                                 VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
823                                         }
824                                         currentvelocity[2] -= cl_gravity.value * frametime;
825                                 }
826                         }
827                         //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
828                         {
829                                 if (crouch)
830                                 {
831                                         playermins = cl.playercrouchmins;
832                                         playermaxs = cl.playercrouchmaxs;
833                                 }
834                                 else
835                                 {
836                                         playermins = cl.playerstandmins;
837                                         playermaxs = cl.playerstandmaxs;
838                                 }
839                                 onground = false;
840                                 for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
841                                 {
842                                         VectorMA(currentorigin, t, currentvelocity, neworigin);
843                                         trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
844                                         if (trace.fraction < 1 && trace.plane.normal[2] == 0)
845                                         {
846                                                 // may be a step or wall, try stepping up
847                                                 // first move forward at a higher level
848                                                 VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + movevars_stepheight);
849                                                 VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + movevars_stepheight);
850                                                 trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
851                                                 // then move down from there
852                                                 VectorCopy(trace2.endpos, currentorigin2);
853                                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
854                                                 trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
855                                                 //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]);
856                                                 // accept the new trace if it made some progress
857                                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
858                                                 {
859                                                         trace = trace2;
860                                                         VectorCopy(trace3.endpos, trace.endpos);
861                                                 }
862                                         }
863                                         if (trace.fraction == 1)
864                                         {
865                                                 VectorCopy(trace.endpos, currentorigin);
866                                                 break;
867                                         }
868                                         if (trace.plane.normal[2] > 0.7)
869                                                 onground = true;
870                                         t *= 1 - trace.fraction;
871                                         if (trace.fraction >= 0.001)
872                                                 VectorCopy(trace.endpos, currentorigin);
873                                         f = DotProduct(currentvelocity, trace.plane.normal);
874                                         VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
875                                 }
876                         }
877                 }
878                 // store replay location
879                 cl.onground = onground;
880         }
881         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
882         VectorCopy(currentorigin, cl.movement_origin);
883         VectorCopy(currentvelocity, cl.movement_velocity);
884         //VectorCopy(currentorigin, cl.entities[cl.playerentity].state_current.origin);
885         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
886 }
887
888 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
889 {
890         int bits;
891
892         bits = 0;
893         if (to->angles[0] != from->angles[0])
894                 bits |= QW_CM_ANGLE1;
895         if (to->angles[1] != from->angles[1])
896                 bits |= QW_CM_ANGLE2;
897         if (to->angles[2] != from->angles[2])
898                 bits |= QW_CM_ANGLE3;
899         if (to->forwardmove != from->forwardmove)
900                 bits |= QW_CM_FORWARD;
901         if (to->sidemove != from->sidemove)
902                 bits |= QW_CM_SIDE;
903         if (to->upmove != from->upmove)
904                 bits |= QW_CM_UP;
905         if (to->buttons != from->buttons)
906                 bits |= QW_CM_BUTTONS;
907         if (to->impulse != from->impulse)
908                 bits |= QW_CM_IMPULSE;
909
910         MSG_WriteByte(buf, bits);
911         if (bits & QW_CM_ANGLE1)
912                 MSG_WriteAngle16i(buf, to->angles[0]);
913         if (bits & QW_CM_ANGLE2)
914                 MSG_WriteAngle16i(buf, to->angles[1]);
915         if (bits & QW_CM_ANGLE3)
916                 MSG_WriteAngle16i(buf, to->angles[2]);
917         if (bits & QW_CM_FORWARD)
918                 MSG_WriteShort(buf, to->forwardmove);
919         if (bits & QW_CM_SIDE)
920                 MSG_WriteShort(buf, to->sidemove);
921         if (bits & QW_CM_UP)
922                 MSG_WriteShort(buf, to->upmove);
923         if (bits & QW_CM_BUTTONS)
924                 MSG_WriteByte(buf, to->buttons);
925         if (bits & QW_CM_IMPULSE)
926                 MSG_WriteByte(buf, to->impulse);
927         MSG_WriteByte(buf, to->msec);
928 }
929
930 /*
931 ==============
932 CL_SendMove
933 ==============
934 */
935 extern cvar_t cl_netinputpacketspersecond;
936 void CL_SendMove(void)
937 {
938         int i;
939         int bits;
940         int impulse;
941         sizebuf_t buf;
942         unsigned char data[128];
943         static double lastsendtime = 0;
944 #define MOVEAVERAGING 0
945 #if MOVEAVERAGING
946         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
947 #endif
948         float forwardmove, sidemove, upmove;
949
950         // if playing a demo, do nothing
951         if (!cls.netcon)
952                 return;
953
954 #if MOVEAVERAGING
955         // accumulate changes between messages
956         accumforwardmove += cl.cmd.forwardmove;
957         accumsidemove += cl.cmd.sidemove;
958         accumupmove += cl.cmd.upmove;
959         accumtotal++;
960 #endif
961
962         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
963         {
964                 if (!cl.movement_needupdate)
965                         return;
966                 cl.movement_needupdate = false;
967                 cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
968         }
969         else
970         {
971                 cl.movement = false;
972                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
973                         return;
974                 // don't let it fall behind if CL_SendMove hasn't been called recently
975                 // (such is the case when framerate is too low for instance)
976                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
977         }
978 #if MOVEAVERAGING
979         // average the accumulated changes
980         accumtotal = 1.0f / accumtotal;
981         forwardmove = accumforwardmove * accumtotal;
982         sidemove = accumsidemove * accumtotal;
983         upmove = accumupmove * accumtotal;
984         accumforwardmove = 0;
985         accumsidemove = 0;
986         accumupmove = 0;
987         accumtotal = 0;
988 #else
989         // use the latest values
990         forwardmove = cl.cmd.forwardmove;
991         sidemove = cl.cmd.sidemove;
992         upmove = cl.cmd.upmove;
993 #endif
994
995         if (cls.signon == SIGNONS)
996                 CL_UpdatePrydonCursor();
997
998         buf.maxsize = 128;
999         buf.cursize = 0;
1000         buf.data = data;
1001
1002         // set button bits
1003         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1004         bits = 0;
1005         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1006         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1007         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1008         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1009         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1010         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1011         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1012         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1013         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1014         if (key_dest != key_game || key_consoleactive) bits |= 512;
1015         if (cl_prydoncursor.integer) bits |= 1024;
1016         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1017         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1018         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1019         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1020         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1021         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1022         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1023         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1024         // button bits 19-31 unused currently
1025         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1026         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1027         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1028         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1029         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1030
1031         impulse = in_impulse;
1032         in_impulse = 0;
1033
1034         csqc_buttons = bits;
1035
1036         if (cls.signon == SIGNONS)
1037         {
1038                 // always dump the first two messages, because they may contain leftover inputs from the last level
1039                 if (++cl.movemessages >= 2)
1040                 {
1041                         // send the movement message
1042                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1043                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1044                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1045                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1046                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1047                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1048                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1049                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1050                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1051                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1052                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1053                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1054                         {
1055                                 int checksumindex;
1056                                 double msectime;
1057                                 static double oldmsectime;
1058                                 qw_usercmd_t *cmd, *oldcmd;
1059                                 qw_usercmd_t nullcmd;
1060
1061                                 //Con_Printf("code qw_clc_move\n");
1062
1063                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1064                                 cmd = &cl.qw_moves[i];
1065                                 memset(&nullcmd, 0, sizeof(nullcmd));
1066                                 memset(cmd, 0, sizeof(*cmd));
1067                                 cmd->buttons = bits;
1068                                 cmd->impulse = impulse;
1069                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1070                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1071                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1072                                 VectorCopy(cl.viewangles, cmd->angles);
1073                                 msectime = realtime * 1000;
1074                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1075                                 // ridiculous value rejection (matches qw)
1076                                 if (cmd->msec > 250)
1077                                         cmd->msec = 100;
1078                                 oldmsectime = msectime;
1079
1080                                 CL_ClientMovement_InputQW(cmd);
1081
1082                                 MSG_WriteByte(&buf, qw_clc_move);
1083                                 // save the position for a checksum byte
1084                                 checksumindex = buf.cursize;
1085                                 MSG_WriteByte(&buf, 0);
1086                                 // packet loss percentage
1087                                 // FIXME: netgraph stuff
1088                                 MSG_WriteByte(&buf, 0);
1089                                 // write most recent 3 moves
1090                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1091                                 cmd = &cl.qw_moves[i];
1092                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1093                                 oldcmd = cmd;
1094                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1095                                 cmd = &cl.qw_moves[i];
1096                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1097                                 oldcmd = cmd;
1098                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1099                                 cmd = &cl.qw_moves[i];
1100                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1101                                 // calculate the checksum
1102                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1103                                 // if delta compression history overflows, request no delta
1104                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1105                                         cl.qw_validsequence = 0;
1106                                 // request delta compression if appropriate
1107                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1108                                 {
1109                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1110                                         MSG_WriteByte(&buf, qw_clc_delta);
1111                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1112                                 }
1113                                 else
1114                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1115                         }
1116                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1117                         {
1118                                 // 5 bytes
1119                                 MSG_WriteByte (&buf, clc_move);
1120                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1121                                 // 3 bytes
1122                                 for (i = 0;i < 3;i++)
1123                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1124                                 // 6 bytes
1125                                 MSG_WriteCoord16i (&buf, forwardmove);
1126                                 MSG_WriteCoord16i (&buf, sidemove);
1127                                 MSG_WriteCoord16i (&buf, upmove);
1128                                 // 2 bytes
1129                                 MSG_WriteByte (&buf, bits);
1130                                 MSG_WriteByte (&buf, impulse);
1131
1132                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1133                         }
1134                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1135                         {
1136                                 // 5 bytes
1137                                 MSG_WriteByte (&buf, clc_move);
1138                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1139                                 // 12 bytes
1140                                 for (i = 0;i < 3;i++)
1141                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1142                                 // 6 bytes
1143                                 MSG_WriteCoord16i (&buf, forwardmove);
1144                                 MSG_WriteCoord16i (&buf, sidemove);
1145                                 MSG_WriteCoord16i (&buf, upmove);
1146                                 // 2 bytes
1147                                 MSG_WriteByte (&buf, bits);
1148                                 MSG_WriteByte (&buf, impulse);
1149
1150                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1151                         }
1152                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1153                         {
1154                                 // 5 bytes
1155                                 MSG_WriteByte (&buf, clc_move);
1156                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1157                                 // 6 bytes
1158                                 for (i = 0;i < 3;i++)
1159                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1160                                 // 6 bytes
1161                                 MSG_WriteCoord16i (&buf, forwardmove);
1162                                 MSG_WriteCoord16i (&buf, sidemove);
1163                                 MSG_WriteCoord16i (&buf, upmove);
1164                                 // 2 bytes
1165                                 MSG_WriteByte (&buf, bits);
1166                                 MSG_WriteByte (&buf, impulse);
1167
1168                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1169                         }
1170                         else
1171                         {
1172                                 // 5 bytes
1173                                 MSG_WriteByte (&buf, clc_move);
1174                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1175                                 {
1176                                         if (cl_movement.integer)
1177                                         {
1178                                                 cl.movesequence++;
1179                                                 MSG_WriteLong (&buf, cl.movesequence);
1180                                         }
1181                                         else
1182                                                 MSG_WriteLong (&buf, 0);
1183                                 }
1184                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1185                                 // 6 bytes
1186                                 for (i = 0;i < 3;i++)
1187                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1188                                 // 6 bytes
1189                                 MSG_WriteCoord16i (&buf, forwardmove);
1190                                 MSG_WriteCoord16i (&buf, sidemove);
1191                                 MSG_WriteCoord16i (&buf, upmove);
1192                                 // 5 bytes
1193                                 MSG_WriteLong (&buf, bits);
1194                                 MSG_WriteByte (&buf, impulse);
1195                                 // PRYDON_CLIENTCURSOR
1196                                 // 30 bytes
1197                                 MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
1198                                 MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
1199                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1200                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1201                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1202                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1203                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1204                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1205                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1206
1207                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1208                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1209                         }
1210                 }
1211
1212                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1213                 {
1214                         // ack the last few frame numbers
1215                         // (redundent to improve handling of client->server packet loss)
1216                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1217                         for (i = 0;i < LATESTFRAMENUMS;i++)
1218                         {
1219                                 if (cl.latestframenums[i] > 0)
1220                                 {
1221                                         if (developer_networkentities.integer >= 1)
1222                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1223                                         MSG_WriteByte(&buf, clc_ackframe);
1224                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1225                                 }
1226                         }
1227                 }
1228
1229                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1230                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1231         }
1232
1233         // send the reliable message (forwarded commands) if there is one
1234         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1235
1236         if (cls.netcon->message.overflowed)
1237         {
1238                 Con_Print("CL_SendMove: lost server connection\n");
1239                 CL_Disconnect();
1240                 Host_ShutdownServer();
1241         }
1242 }
1243
1244 /*
1245 ============
1246 CL_InitInput
1247 ============
1248 */
1249 void CL_InitInput (void)
1250 {
1251         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1252         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1253         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1254         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1255         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1256         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1257         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1258         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1259         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1260         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1261         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1262         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1263         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1264         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1265         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1266         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1267         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1268         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1269         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1270         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1271         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1272         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1273         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1274         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1275         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1276         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1277         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1278         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1279         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1280         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1281         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1282         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1283         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1284
1285         // LordHavoc: added use button
1286         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1287         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1288
1289         // LordHavoc: added 6 new buttons
1290         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1291         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1292         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1293         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1294         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1295         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1296         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1297         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1298         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1299         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1300         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1301         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1302         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1303         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1304         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1305         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1306         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1307         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1308         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1309         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1310         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1311         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1312         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1313         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1314         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1315         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1316         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1317         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1318
1319         Cvar_RegisterVariable(&cl_movement);
1320         Cvar_RegisterVariable(&cl_movement_latency);
1321         Cvar_RegisterVariable(&cl_movement_maxspeed);
1322         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1323         Cvar_RegisterVariable(&cl_movement_stopspeed);
1324         Cvar_RegisterVariable(&cl_movement_friction);
1325         Cvar_RegisterVariable(&cl_movement_edgefriction);
1326         Cvar_RegisterVariable(&cl_movement_stepheight);
1327         Cvar_RegisterVariable(&cl_movement_accelerate);
1328         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1329         Cvar_RegisterVariable(&cl_gravity);
1330         Cvar_RegisterVariable(&cl_slowmo);
1331
1332         Cvar_RegisterVariable(&in_pitch_min);
1333         Cvar_RegisterVariable(&in_pitch_max);
1334         Cvar_RegisterVariable(&m_filter);
1335
1336         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1337
1338         Cvar_RegisterVariable(&cl_nodelta);
1339 }
1340