fix lagged prydon cursor trace bug (it was using renderer variables, now uses V_CalcR...
[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
27 /*
28 ===============================================================================
29
30 KEY BUTTONS
31
32 Continuous button event tracking is complicated by the fact that two different
33 input sources (say, mouse button 1 and the control key) can both press the
34 same button, but the button should only be released when both of the
35 pressing key have been released.
36
37 When a key event issues a button command (+forward, +attack, etc), it appends
38 its key number as a parameter to the command so it can be matched up with
39 the release.
40
41 state bit 0 is the current state of the key
42 state bit 1 is edge triggered on the up to down transition
43 state bit 2 is edge triggered on the down to up transition
44
45 ===============================================================================
46 */
47
48
49 kbutton_t       in_mlook, in_klook;
50 kbutton_t       in_left, in_right, in_forward, in_back;
51 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
52 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
53 kbutton_t       in_up, in_down;
54 // LordHavoc: added 6 new buttons
55 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
56
57 int                     in_impulse;
58
59 extern cvar_t sys_ticrate;
60
61
62 void KeyDown (kbutton_t *b)
63 {
64         int k;
65         const char *c;
66
67         c = Cmd_Argv(1);
68         if (c[0])
69                 k = atoi(c);
70         else
71                 k = -1;         // typed manually at the console for continuous down
72
73         if (k == b->down[0] || k == b->down[1])
74                 return;         // repeating key
75
76         if (!b->down[0])
77                 b->down[0] = k;
78         else if (!b->down[1])
79                 b->down[1] = k;
80         else
81         {
82                 Con_Print("Three keys down for a button!\n");
83                 return;
84         }
85
86         if (b->state & 1)
87                 return;         // still down
88         b->state |= 1 + 2;      // down + impulse down
89 }
90
91 void KeyUp (kbutton_t *b)
92 {
93         int k;
94         const char *c;
95
96         c = Cmd_Argv(1);
97         if (c[0])
98                 k = atoi(c);
99         else
100         { // typed manually at the console, assume for unsticking, so clear all
101                 b->down[0] = b->down[1] = 0;
102                 b->state = 4;   // impulse up
103                 return;
104         }
105
106         if (b->down[0] == k)
107                 b->down[0] = 0;
108         else if (b->down[1] == k)
109                 b->down[1] = 0;
110         else
111                 return;         // key up without coresponding down (menu pass through)
112         if (b->down[0] || b->down[1])
113                 return;         // some other key is still holding it down
114
115         if (!(b->state & 1))
116                 return;         // still up (this should not happen)
117         b->state &= ~1;         // now up
118         b->state |= 4;          // impulse up
119 }
120
121 void IN_KLookDown (void) {KeyDown(&in_klook);}
122 void IN_KLookUp (void) {KeyUp(&in_klook);}
123 void IN_MLookDown (void) {KeyDown(&in_mlook);}
124 void IN_MLookUp (void)
125 {
126         KeyUp(&in_mlook);
127         if ( !(in_mlook.state&1) && lookspring.value)
128                 V_StartPitchDrift();
129 }
130 void IN_UpDown(void) {KeyDown(&in_up);}
131 void IN_UpUp(void) {KeyUp(&in_up);}
132 void IN_DownDown(void) {KeyDown(&in_down);}
133 void IN_DownUp(void) {KeyUp(&in_down);}
134 void IN_LeftDown(void) {KeyDown(&in_left);}
135 void IN_LeftUp(void) {KeyUp(&in_left);}
136 void IN_RightDown(void) {KeyDown(&in_right);}
137 void IN_RightUp(void) {KeyUp(&in_right);}
138 void IN_ForwardDown(void) {KeyDown(&in_forward);}
139 void IN_ForwardUp(void) {KeyUp(&in_forward);}
140 void IN_BackDown(void) {KeyDown(&in_back);}
141 void IN_BackUp(void) {KeyUp(&in_back);}
142 void IN_LookupDown(void) {KeyDown(&in_lookup);}
143 void IN_LookupUp(void) {KeyUp(&in_lookup);}
144 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
145 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
146 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
147 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
148 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
149 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
150
151 void IN_SpeedDown(void) {KeyDown(&in_speed);}
152 void IN_SpeedUp(void) {KeyUp(&in_speed);}
153 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
154 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
155
156 void IN_AttackDown(void) {KeyDown(&in_attack);}
157 void IN_AttackUp(void) {KeyUp(&in_attack);}
158
159 void IN_UseDown(void) {KeyDown(&in_use);}
160 void IN_UseUp(void) {KeyUp(&in_use);}
161
162 // LordHavoc: added 6 new buttons
163 void IN_Button3Down(void) {KeyDown(&in_button3);}
164 void IN_Button3Up(void) {KeyUp(&in_button3);}
165 void IN_Button4Down(void) {KeyDown(&in_button4);}
166 void IN_Button4Up(void) {KeyUp(&in_button4);}
167 void IN_Button5Down(void) {KeyDown(&in_button5);}
168 void IN_Button5Up(void) {KeyUp(&in_button5);}
169 void IN_Button6Down(void) {KeyDown(&in_button6);}
170 void IN_Button6Up(void) {KeyUp(&in_button6);}
171 void IN_Button7Down(void) {KeyDown(&in_button7);}
172 void IN_Button7Up(void) {KeyUp(&in_button7);}
173 void IN_Button8Down(void) {KeyDown(&in_button8);}
174 void IN_Button8Up(void) {KeyUp(&in_button8);}
175
176 void IN_JumpDown (void) {KeyDown(&in_jump);}
177 void IN_JumpUp (void) {KeyUp(&in_jump);}
178
179 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
180
181 /*
182 ===============
183 CL_KeyState
184
185 Returns 0.25 if a key was pressed and released during the frame,
186 0.5 if it was pressed and held
187 0 if held then released, and
188 1.0 if held for the entire time
189 ===============
190 */
191 float CL_KeyState (kbutton_t *key)
192 {
193         float           val;
194         qboolean        impulsedown, impulseup, down;
195
196         impulsedown = key->state & 2;
197         impulseup = key->state & 4;
198         down = key->state & 1;
199         val = 0;
200
201         if (impulsedown && !impulseup)
202         {
203                 if (down)
204                         val = 0.5;      // pressed and held this frame
205                 else
206                         val = 0;        //      I_Error ();
207         }
208         if (impulseup && !impulsedown)
209         {
210                 if (down)
211                         val = 0;        //      I_Error ();
212                 else
213                         val = 0;        // released this frame
214         }
215         if (!impulsedown && !impulseup)
216         {
217                 if (down)
218                         val = 1.0;      // held the entire frame
219                 else
220                         val = 0;        // up the entire frame
221         }
222         if (impulsedown && impulseup)
223         {
224                 if (down)
225                         val = 0.75;     // released and re-pressed this frame
226                 else
227                         val = 0.25;     // pressed and released this frame
228         }
229
230         key->state &= 1;                // clear impulses
231
232         return val;
233 }
234
235
236
237
238 //==========================================================================
239
240 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
241 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
242 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
243 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
244
245 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
246
247 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
248 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
249
250 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
251
252 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
253 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
254 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
255 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
256 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
257 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
258 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
259 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
260 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
261 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
262 cvar_t cl_gravity = {0, "cl_gravity", "800"};
263 cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
264
265 cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
266 cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
267
268 cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
269
270
271 /*
272 ================
273 CL_AdjustAngles
274
275 Moves the local angle positions
276 ================
277 */
278 void CL_AdjustAngles (void)
279 {
280         float   speed;
281         float   up, down;
282
283         if (in_speed.state & 1)
284                 speed = host_realframetime * cl_anglespeedkey.value;
285         else
286                 speed = host_realframetime;
287
288         if (!(in_strafe.state & 1))
289         {
290                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
291                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
292         }
293         if (in_klook.state & 1)
294         {
295                 V_StopPitchDrift ();
296                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
297                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
298         }
299
300         up = CL_KeyState (&in_lookup);
301         down = CL_KeyState(&in_lookdown);
302
303         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
304         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
305
306         if (up || down)
307                 V_StopPitchDrift ();
308
309         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
310         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
311         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
312         if (cl.viewangles[YAW] >= 180)
313                 cl.viewangles[YAW] -= 360;
314         if (cl.viewangles[PITCH] >= 180)
315                 cl.viewangles[PITCH] -= 360;
316         if (cl.viewangles[ROLL] >= 180)
317                 cl.viewangles[ROLL] -= 360;
318
319         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
320         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
321 }
322
323 qboolean cl_ignoremousemove = false;
324
325 /*
326 ================
327 CL_Move
328
329 Send the intended movement message to the server
330 ================
331 */
332 void CL_Move (void)
333 {
334         vec3_t temp;
335         float mx, my;
336         static float old_mouse_x = 0, old_mouse_y = 0;
337
338         // clamp before the move to prevent starting with bad angles
339         CL_AdjustAngles ();
340
341         // get basic movement from keyboard
342         // PRYDON_CLIENTCURSOR needs to survive basemove resets
343         VectorCopy (cl.cmd.cursor_screen, temp);
344         memset (&cl.cmd, 0, sizeof(cl.cmd));
345         VectorCopy (temp, cl.cmd.cursor_screen);
346
347         if (in_strafe.state & 1)
348         {
349                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
350                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
351         }
352
353         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
354         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
355
356         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
357         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
358
359         if (! (in_klook.state & 1) )
360         {
361                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
362                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
363         }
364
365         // adjust for speed key
366         if (in_speed.state & 1)
367         {
368                 cl.cmd.forwardmove *= cl_movespeedkey.value;
369                 cl.cmd.sidemove *= cl_movespeedkey.value;
370                 cl.cmd.upmove *= cl_movespeedkey.value;
371         }
372
373         in_mouse_x = 0;
374         in_mouse_y = 0;
375
376         // allow mice or other external controllers to add to the move
377         IN_Move ();
378
379         // ignore a mouse move if mouse was activated/deactivated this frame
380         if (cl_ignoremousemove)
381         {
382                 cl_ignoremousemove = false;
383                 in_mouse_x = 0;
384                 in_mouse_y = 0;
385         }
386
387         // apply m_filter if it is on
388         mx = in_mouse_x;
389         my = in_mouse_y;
390         if (m_filter.integer)
391         {
392                 in_mouse_x = (mx + old_mouse_x) * 0.5;
393                 in_mouse_y = (my + old_mouse_y) * 0.5;
394         }
395         old_mouse_x = mx;
396         old_mouse_y = my;
397
398         // if not in menu, apply mouse move to viewangles/movement
399         if (in_client_mouse)
400         {
401                 if (cl_prydoncursor.integer)
402                 {
403                         // mouse interacting with the scene, mostly stationary view
404                         V_StopPitchDrift();
405                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
406                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
407                 }
408                 else if (in_strafe.state & 1)
409                 {
410                         // strafing mode, all looking is movement
411                         V_StopPitchDrift();
412                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
413                         if (noclip_anglehack)
414                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
415                         else
416                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
417                 }
418                 else if ((in_mlook.state & 1) || freelook.integer)
419                 {
420                         // mouselook, lookstrafe causes turning to become strafing
421                         V_StopPitchDrift();
422                         if (lookstrafe.integer)
423                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
424                         else
425                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
426                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
427                 }
428                 else
429                 {
430                         // non-mouselook, yaw turning and forward/back movement
431                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
432                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
433                 }
434         }
435
436         // clamp after the move to prevent rendering with bad angles
437         CL_AdjustAngles ();
438 }
439
440 #include "cl_collision.h"
441
442 extern void V_CalcRefdef(void);
443 void CL_UpdatePrydonCursor(void)
444 {
445         vec3_t temp, scale;
446
447         if (!cl_prydoncursor.integer)
448                 VectorClear(cl.cmd.cursor_screen);
449
450         /*
451         if (cl.cmd.cursor_screen[0] < -1)
452         {
453                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
454                 cl.cmd.cursor_screen[0] = -1;
455         }
456         if (cl.cmd.cursor_screen[0] > 1)
457         {
458                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
459                 cl.cmd.cursor_screen[0] = 1;
460         }
461         if (cl.cmd.cursor_screen[1] < -1)
462         {
463                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
464                 cl.cmd.cursor_screen[1] = -1;
465         }
466         if (cl.cmd.cursor_screen[1] > 1)
467         {
468                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
469                 cl.cmd.cursor_screen[1] = 1;
470         }
471         */
472         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
473         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
474         cl.cmd.cursor_screen[2] = 1;
475
476         scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
477         scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
478         scale[2] = 1;
479
480         // trace distance
481         VectorScale(scale, 1000000, scale);
482
483         // calculate current view matrix
484         V_CalcRefdef();
485         VectorClear(temp);
486         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
487         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
488         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
489         // trace from view origin to the cursor
490         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);
491         // makes sparks where cursor is
492         //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
493 }
494
495 void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
496 {
497         int i;
498         int n;
499         int bump;
500         int contents;
501         int crouch;
502         int onground;
503         double edgefriction;
504         double frametime;
505         double t;
506         vec_t wishspeed;
507         vec_t addspeed;
508         vec_t accelspeed;
509         vec_t f;
510         vec_t *playermins;
511         vec_t *playermaxs;
512         vec3_t currentorigin;
513         vec3_t currentvelocity;
514         vec3_t forward;
515         vec3_t right;
516         vec3_t up;
517         vec3_t wishvel;
518         vec3_t wishdir;
519         vec3_t neworigin;
520         vec3_t currentorigin2;
521         vec3_t neworigin2;
522         vec3_t yawangles;
523         trace_t trace;
524         trace_t trace2;
525         trace_t trace3;
526         // remove stale queue items
527         n = cl.movement_numqueue;
528         cl.movement_numqueue = 0;
529         if (cl.servermovesequence)
530         {
531                 for (i = 0;i < n;i++)
532                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
533                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
534         }
535         else
536         {
537                 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
538                 for (i = 0;i < n;i++)
539                         if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
540                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
541         }
542         // add to input queue if there is room
543         if (cl_movement.integer && cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]) && cl.mtime[0] > cl.mtime[1])
544         {
545                 // add to input queue
546                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
547                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
548                 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
549                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
550                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
551                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
552                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
553                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
554                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
555                 cl.movement_numqueue++;
556         }
557         // fetch current starting values
558         VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
559         VectorCopy(cl.mvelocity[0], currentvelocity);
560         // check if onground
561         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
562         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
563         trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
564         onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
565         // FIXME: try minor nudges in various directions if startsolid to find a
566         // safe place to start the walk (due to network compression in some
567         // protocols this starts in solid)
568         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
569         crouch = false; // this will be updated on first move
570         //Con_Printf("%f: ", cl.mtime[0]);
571         // replay input queue, and remove any stale queue items
572         // note: this relies on the fact there's always one queue item at the end
573         // abort if client movement is disabled
574         cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
575         if (!cl.movement)
576                 cl.movement_numqueue = 0;
577         for (i = 0;i < cl.movement_numqueue;i++)
578         {
579                 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
580                 frametime = q->frametime;
581                 //Con_Printf(" %f", frametime);
582                 //if (frametime > 0)
583                 {
584                         if (q->crouch)
585                         {
586                                 // wants to crouch, this always works...
587                                 if (!crouch)
588                                         crouch = true;
589                         }
590                         else
591                         {
592                                 // wants to stand, if currently crouching we need to check for a
593                                 // low ceiling first
594                                 if (crouch)
595                                 {
596                                         trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
597                                         if (!trace.startsolid)
598                                                 crouch = false;
599                                 }
600                         }
601                         if (crouch)
602                         {
603                                 playermins = cl_playercrouchmins;
604                                 playermaxs = cl_playercrouchmaxs;
605                         }
606                         else
607                         {
608                                 playermins = cl_playerstandmins;
609                                 playermaxs = cl_playerstandmaxs;
610                         }
611                         // change velocity according to q->viewangles and q->move
612                         contents = CL_PointSuperContents(currentorigin);
613                         if (contents & SUPERCONTENTS_LIQUIDSMASK)
614                         {
615                                 // swim
616                                 AngleVectors(q->viewangles, forward, right, up);
617                                 VectorSet(up, 0, 0, 1);
618                                 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
619                                 wishspeed = VectorLength(wishvel);
620                                 if (wishspeed)
621                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
622                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
623                                 if (crouch)
624                                         wishspeed *= 0.5;
625                                 wishspeed *= 0.6;
626                                 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
627                                 f = wishspeed - DotProduct(currentvelocity, wishdir);
628                                 if (f > 0)
629                                 {
630                                         f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
631                                         VectorMA(currentvelocity, f, wishdir, currentvelocity);
632                                 }
633                                 if (q->jump)
634                                 {
635                                         if (contents & SUPERCONTENTS_LAVA)
636                                                 currentvelocity[2] =  50;
637                                         else if (contents & SUPERCONTENTS_SLIME)
638                                                 currentvelocity[2] =  80;
639                                         else
640                                         {
641                                                 if (gamemode == GAME_NEXUIZ)
642                                                         currentvelocity[2] = 200;
643                                                 else
644                                                         currentvelocity[2] = 100;
645                                         }
646                                 }
647                         }
648                         else
649                         {
650                                 // walk
651                                 if (onground && q->jump)
652                                 {
653                                         currentvelocity[2] += cl_movement_jumpvelocity.value;
654                                         onground = false;
655                                 }
656                                 VectorSet(yawangles, 0, q->viewangles[1], 0);
657                                 AngleVectors(yawangles, forward, right, up);
658                                 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
659                                 wishspeed = VectorLength(wishvel);
660                                 if (wishspeed)
661                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
662                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
663                                 if (crouch)
664                                         wishspeed *= 0.5;
665                                 // check if onground
666                                 if (onground)
667                                 {
668                                         // apply ground friction
669                                         f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
670                                         edgefriction = 1;
671                                         if (f > 0)
672                                         {
673                                                 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
674                                                 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
675                                                 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
676                                                 if (trace.fraction == 1)
677                                                         edgefriction = cl_movement_edgefriction.value;
678                                         }
679                                         // apply friction
680                                         f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
681                                         f = max(f, 0);
682                                         VectorScale(currentvelocity, f, currentvelocity);
683                                 }
684                                 else
685                                 {
686                                         // apply air speed limit
687                                         wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
688                                 }
689                                 if (gamemode == GAME_NEXUIZ)
690                                         addspeed = wishspeed;
691                                 else
692                                         addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
693                                 if (addspeed > 0)
694                                 {
695                                         accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
696                                         VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
697                                 }
698                                 currentvelocity[2] -= cl_gravity.value * frametime;
699                         }
700                 }
701                 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
702                 {
703                         if (crouch)
704                         {
705                                 playermins = cl_playercrouchmins;
706                                 playermaxs = cl_playercrouchmaxs;
707                         }
708                         else
709                         {
710                                 playermins = cl_playerstandmins;
711                                 playermaxs = cl_playerstandmaxs;
712                         }
713                         onground = false;
714                         for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
715                         {
716                                 VectorMA(currentorigin, t, currentvelocity, neworigin);
717                                 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
718                                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
719                                 {
720                                         // may be a step or wall, try stepping up
721                                         // first move forward at a higher level
722                                         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
723                                         VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
724                                         trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
725                                         // then move down from there
726                                         VectorCopy(trace2.endpos, currentorigin2);
727                                         VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
728                                         trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
729                                         //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]);
730                                         // accept the new trace if it made some progress
731                                         if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
732                                         {
733                                                 trace = trace2;
734                                                 VectorCopy(trace3.endpos, trace.endpos);
735                                         }
736                                 }
737                                 if (trace.fraction == 1)
738                                 {
739                                         VectorCopy(trace.endpos, currentorigin);
740                                         break;
741                                 }
742                                 if (trace.plane.normal[2] > 0.7)
743                                         onground = true;
744                                 t *= 1 - trace.fraction;
745                                 if (trace.fraction >= 0.001)
746                                         VectorCopy(trace.endpos, currentorigin);
747                                 f = DotProduct(currentvelocity, trace.plane.normal);
748                                 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
749                         }
750                 }
751         }
752         // store replay location
753         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
754         VectorCopy(currentorigin, cl.movement_origin);
755         VectorCopy(currentvelocity, cl.movement_velocity);
756         //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
757         //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
758 }
759
760 /*
761 ==============
762 CL_SendMove
763 ==============
764 */
765 void CL_SendMove(void)
766 {
767         int i;
768         int bits;
769         sizebuf_t buf;
770         qbyte data[128];
771 #define MOVEAVERAGING 0
772 #if MOVEAVERAGING
773         static float forwardmove, sidemove, upmove, total; // accumulation
774 #else
775         float forwardmove, sidemove, upmove;
776 #endif
777
778 #if MOVEAVERAGING
779         // accumulate changes between messages
780         forwardmove += cl.cmd.forwardmove;
781         sidemove += cl.cmd.sidemove;
782         upmove += cl.cmd.upmove;
783         total++;
784 #endif
785         if (cls.signon != SIGNONS)
786                 return;
787 #if MOVEAVERAGING
788         // average the accumulated changes
789         total = 1.0f / total;
790         forwardmove *= total;
791         sidemove *= total;
792         upmove *= total;
793         total = 0;
794 #else
795         // use the latest values
796         forwardmove = cl.cmd.forwardmove;
797         sidemove = cl.cmd.sidemove;
798         upmove = cl.cmd.upmove;
799 #endif
800
801         CL_UpdatePrydonCursor();
802
803         buf.maxsize = 128;
804         buf.cursize = 0;
805         buf.data = data;
806
807         // set button bits
808         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
809         bits = 0;
810         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
811         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
812         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
813         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
814         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
815         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
816         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
817         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
818         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
819         if (key_dest != key_game || key_consoleactive) bits |= 512;
820         if (cl_prydoncursor.integer) bits |= 1024;
821         // button bits 11-31 unused currently
822         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
823         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
824         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
825         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
826         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
827
828         // always dump the first two messages, because they may contain leftover inputs from the last level
829         if (++cl.movemessages >= 2)
830         {
831                 // send the movement message
832                 // PROTOCOL_QUAKE        clc_move = 16 bytes total
833                 // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
834                 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
835                 // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
836                 // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
837                 // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
838                 // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
839                 // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
840                 // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
841                 // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
842                 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
843                 {
844                         // 5 bytes
845                         MSG_WriteByte (&buf, clc_move);
846                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
847                         // 3 bytes
848                         for (i = 0;i < 3;i++)
849                                 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
850                         // 6 bytes
851                         MSG_WriteCoord16i (&buf, forwardmove);
852                         MSG_WriteCoord16i (&buf, sidemove);
853                         MSG_WriteCoord16i (&buf, upmove);
854                         // 2 bytes
855                         MSG_WriteByte (&buf, bits);
856                         MSG_WriteByte (&buf, in_impulse);
857                 }
858                 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
859                 {
860                         // 5 bytes
861                         MSG_WriteByte (&buf, clc_move);
862                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
863                         // 12 bytes
864                         for (i = 0;i < 3;i++)
865                                 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
866                         // 6 bytes
867                         MSG_WriteCoord16i (&buf, forwardmove);
868                         MSG_WriteCoord16i (&buf, sidemove);
869                         MSG_WriteCoord16i (&buf, upmove);
870                         // 2 bytes
871                         MSG_WriteByte (&buf, bits);
872                         MSG_WriteByte (&buf, in_impulse);
873                 }
874                 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
875                 {
876                         // 5 bytes
877                         MSG_WriteByte (&buf, clc_move);
878                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
879                         // 6 bytes
880                         for (i = 0;i < 3;i++)
881                                 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
882                         // 6 bytes
883                         MSG_WriteCoord16i (&buf, forwardmove);
884                         MSG_WriteCoord16i (&buf, sidemove);
885                         MSG_WriteCoord16i (&buf, upmove);
886                         // 2 bytes
887                         MSG_WriteByte (&buf, bits);
888                         MSG_WriteByte (&buf, in_impulse);
889                 }
890                 else
891                 {
892                         // 5 bytes
893                         MSG_WriteByte (&buf, clc_move);
894                         if (cl.protocol != PROTOCOL_DARKPLACES6)
895                         {
896                                 if (cl_movement.integer)
897                                 {
898                                         cl.movesequence++;
899                                         MSG_WriteLong (&buf, cl.movesequence);
900                                 }
901                                 else
902                                         MSG_WriteLong (&buf, 0);
903                         }
904                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
905                         // 6 bytes
906                         for (i = 0;i < 3;i++)
907                                 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
908                         // 6 bytes
909                         MSG_WriteCoord16i (&buf, forwardmove);
910                         MSG_WriteCoord16i (&buf, sidemove);
911                         MSG_WriteCoord16i (&buf, upmove);
912                         // 5 bytes
913                         MSG_WriteLong (&buf, bits);
914                         MSG_WriteByte (&buf, in_impulse);
915                         // PRYDON_CLIENTCURSOR
916                         // 30 bytes
917                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
918                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
919                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
920                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
921                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
922                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
923                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
924                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
925                         MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
926                 }
927         }
928
929 #if MOVEAVERAGING
930         forwardmove = sidemove = upmove = 0;
931 #endif
932         in_impulse = 0;
933
934         // ack the last few frame numbers
935         // (redundent to improve handling of client->server packet loss)
936         // for LATESTFRAMENUMS == 3 case this is 15 bytes
937         for (i = 0;i < LATESTFRAMENUMS;i++)
938         {
939                 if (cl.latestframenums[i] > 0)
940                 {
941                         if (developer_networkentities.integer >= 1)
942                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
943                         MSG_WriteByte(&buf, clc_ackframe);
944                         MSG_WriteLong(&buf, cl.latestframenums[i]);
945                 }
946         }
947
948         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
949         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
950
951         // deliver the message
952         if (cls.demoplayback)
953                 return;
954         // nothing to send
955         if (!buf.cursize)
956                 return;
957
958         // FIXME: bits & 64 is +button5, Nexuiz specific
959         CL_ClientMovement((bits & 2) != 0, (bits & 64) != 0);
960
961         if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
962         {
963                 Con_Print("CL_SendMove: lost server connection\n");
964                 CL_Disconnect();
965                 Host_ShutdownServer(false);
966         }
967 }
968
969 /*
970 ============
971 CL_InitInput
972 ============
973 */
974 void CL_InitInput (void)
975 {
976         Cmd_AddCommand ("+moveup",IN_UpDown);
977         Cmd_AddCommand ("-moveup",IN_UpUp);
978         Cmd_AddCommand ("+movedown",IN_DownDown);
979         Cmd_AddCommand ("-movedown",IN_DownUp);
980         Cmd_AddCommand ("+left",IN_LeftDown);
981         Cmd_AddCommand ("-left",IN_LeftUp);
982         Cmd_AddCommand ("+right",IN_RightDown);
983         Cmd_AddCommand ("-right",IN_RightUp);
984         Cmd_AddCommand ("+forward",IN_ForwardDown);
985         Cmd_AddCommand ("-forward",IN_ForwardUp);
986         Cmd_AddCommand ("+back",IN_BackDown);
987         Cmd_AddCommand ("-back",IN_BackUp);
988         Cmd_AddCommand ("+lookup", IN_LookupDown);
989         Cmd_AddCommand ("-lookup", IN_LookupUp);
990         Cmd_AddCommand ("+lookdown", IN_LookdownDown);
991         Cmd_AddCommand ("-lookdown", IN_LookdownUp);
992         Cmd_AddCommand ("+strafe", IN_StrafeDown);
993         Cmd_AddCommand ("-strafe", IN_StrafeUp);
994         Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
995         Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
996         Cmd_AddCommand ("+moveright", IN_MoverightDown);
997         Cmd_AddCommand ("-moveright", IN_MoverightUp);
998         Cmd_AddCommand ("+speed", IN_SpeedDown);
999         Cmd_AddCommand ("-speed", IN_SpeedUp);
1000         Cmd_AddCommand ("+attack", IN_AttackDown);
1001         Cmd_AddCommand ("-attack", IN_AttackUp);
1002         Cmd_AddCommand ("+jump", IN_JumpDown);
1003         Cmd_AddCommand ("-jump", IN_JumpUp);
1004         Cmd_AddCommand ("impulse", IN_Impulse);
1005         Cmd_AddCommand ("+klook", IN_KLookDown);
1006         Cmd_AddCommand ("-klook", IN_KLookUp);
1007         Cmd_AddCommand ("+mlook", IN_MLookDown);
1008         Cmd_AddCommand ("-mlook", IN_MLookUp);
1009
1010         // LordHavoc: added use button
1011         Cmd_AddCommand ("+use", IN_UseDown);
1012         Cmd_AddCommand ("-use", IN_UseUp);
1013
1014         // LordHavoc: added 6 new buttons
1015         Cmd_AddCommand ("+button3", IN_Button3Down);
1016         Cmd_AddCommand ("-button3", IN_Button3Up);
1017         Cmd_AddCommand ("+button4", IN_Button4Down);
1018         Cmd_AddCommand ("-button4", IN_Button4Up);
1019         Cmd_AddCommand ("+button5", IN_Button5Down);
1020         Cmd_AddCommand ("-button5", IN_Button5Up);
1021         Cmd_AddCommand ("+button6", IN_Button6Down);
1022         Cmd_AddCommand ("-button6", IN_Button6Up);
1023         Cmd_AddCommand ("+button7", IN_Button7Down);
1024         Cmd_AddCommand ("-button7", IN_Button7Up);
1025         Cmd_AddCommand ("+button8", IN_Button8Down);
1026         Cmd_AddCommand ("-button8", IN_Button8Up);
1027
1028         Cvar_RegisterVariable(&cl_movement);
1029         Cvar_RegisterVariable(&cl_movement_latency);
1030         Cvar_RegisterVariable(&cl_movement_maxspeed);
1031         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1032         Cvar_RegisterVariable(&cl_movement_stopspeed);
1033         Cvar_RegisterVariable(&cl_movement_friction);
1034         Cvar_RegisterVariable(&cl_movement_edgefriction);
1035         Cvar_RegisterVariable(&cl_movement_stepheight);
1036         Cvar_RegisterVariable(&cl_movement_accelerate);
1037         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1038         Cvar_RegisterVariable(&cl_gravity);
1039         Cvar_RegisterVariable(&cl_slowmo);
1040
1041         Cvar_RegisterVariable(&in_pitch_min);
1042         Cvar_RegisterVariable(&in_pitch_max);
1043         Cvar_RegisterVariable(&m_filter);
1044 }
1045