significant cleanup of input networking code (reorganized and now uses
[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 struct
201 {
202         const char *name;
203         int impulse;
204         int weaponbit;
205         int ammostat;
206         int ammomin;
207 }
208 in_bestweapon_info[] =
209 {
210         {"1", 1, IT_AXE, STAT_SHELLS, 0},
211         {"2", 2, IT_SHOTGUN, STAT_SHELLS, 1},
212         {"3", 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
213         {"4", 4, IT_NAILGUN, STAT_NAILS, 1},
214         {"5", 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
215         {"6", 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
216         {"7", 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
217         {"8", 8, IT_LIGHTNING, STAT_CELLS, 1},
218         {"9", 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
219         {"p", 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
220         {"w", 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
221         {"l", 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
222         {"h", 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
223         {NULL, 0, 0, 0, 0}
224 };
225 void IN_BestWeapon (void)
226 {
227         int i, n;
228         const char *t;
229         if (Cmd_Argc() < 2)
230         {
231                 Con_Printf("bestweapon requires 1 or more parameters\n");
232                 return;
233         }
234         for (i = 1;i < Cmd_Argc();i++)
235         {
236                 t = Cmd_Argv(i);
237                 // figure out which weapon this character refers to
238                 for (n = 0;in_bestweapon_info[n].name;n++)
239                 {
240                         if (!strcmp(in_bestweapon_info[n].name, t))
241                         {
242                                 // we found out what weapon this character refers to
243                                 // check if the inventory contains the weapon and enough ammo
244                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
245                                 {
246                                         // we found one of the weapons the player wanted
247                                         // send an impulse to switch to it
248                                         in_impulse = in_bestweapon_info[n].impulse;
249                                         return;
250                                 }
251                                 break;
252                         }
253                 }
254                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
255         }
256         // if we couldn't find any of the weapons, there's nothing more we can do...
257 }
258
259 /*
260 ===============
261 CL_KeyState
262
263 Returns 0.25 if a key was pressed and released during the frame,
264 0.5 if it was pressed and held
265 0 if held then released, and
266 1.0 if held for the entire time
267 ===============
268 */
269 float CL_KeyState (kbutton_t *key)
270 {
271         float           val;
272         qboolean        impulsedown, impulseup, down;
273
274         impulsedown = key->state & 2;
275         impulseup = key->state & 4;
276         down = key->state & 1;
277         val = 0;
278
279         if (impulsedown && !impulseup)
280         {
281                 if (down)
282                         val = 0.5;      // pressed and held this frame
283                 else
284                         val = 0;        //      I_Error ();
285         }
286         if (impulseup && !impulsedown)
287         {
288                 if (down)
289                         val = 0;        //      I_Error ();
290                 else
291                         val = 0;        // released this frame
292         }
293         if (!impulsedown && !impulseup)
294         {
295                 if (down)
296                         val = 1.0;      // held the entire frame
297                 else
298                         val = 0;        // up the entire frame
299         }
300         if (impulsedown && impulseup)
301         {
302                 if (down)
303                         val = 0.75;     // released and re-pressed this frame
304                 else
305                         val = 0.25;     // pressed and released this frame
306         }
307
308         key->state &= 1;                // clear impulses
309
310         return val;
311 }
312
313
314
315
316 //==========================================================================
317
318 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
319 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
320 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
321 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
322
323 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
324
325 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
326 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
327
328 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
329
330 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
331 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
332 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
333 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
334 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)"};
335 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
336 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
337 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)"};
338 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
339 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
340 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
341 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
342 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)"};
343 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
344 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
345 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
346 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
347
348 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
349 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
350
351 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
352
353 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
354 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
355
356 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
357
358
359 /*
360 ================
361 CL_AdjustAngles
362
363 Moves the local angle positions
364 ================
365 */
366 void CL_AdjustAngles (void)
367 {
368         float   speed;
369         float   up, down;
370
371         if (in_speed.state & 1)
372                 speed = cl.realframetime * cl_anglespeedkey.value;
373         else
374                 speed = cl.realframetime;
375
376         if (!(in_strafe.state & 1))
377         {
378                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
379                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
380         }
381         if (in_klook.state & 1)
382         {
383                 V_StopPitchDrift ();
384                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
385                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
386         }
387
388         up = CL_KeyState (&in_lookup);
389         down = CL_KeyState(&in_lookdown);
390
391         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
392         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
393
394         if (up || down)
395                 V_StopPitchDrift ();
396
397         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
398         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
399         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
400         if (cl.viewangles[YAW] >= 180)
401                 cl.viewangles[YAW] -= 360;
402         if (cl.viewangles[PITCH] >= 180)
403                 cl.viewangles[PITCH] -= 360;
404         if (cl.viewangles[ROLL] >= 180)
405                 cl.viewangles[ROLL] -= 360;
406
407         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
408         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
409 }
410
411 qboolean cl_ignoremousemove = false;
412
413 /*
414 ================
415 CL_Input
416
417 Send the intended movement message to the server
418 ================
419 */
420 void CL_Input (void)
421 {
422         float mx, my;
423         static float old_mouse_x = 0, old_mouse_y = 0;
424
425         // clamp before the move to prevent starting with bad angles
426         CL_AdjustAngles ();
427
428         // reset some of the command fields
429         cl.cmd.forwardmove = 0;
430         cl.cmd.sidemove = 0;
431         cl.cmd.upmove = 0;
432
433         // get basic movement from keyboard
434         if (in_strafe.state & 1)
435         {
436                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
437                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
438         }
439
440         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
441         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
442
443         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
444         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
445
446         if (! (in_klook.state & 1) )
447         {
448                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
449                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
450         }
451
452         // adjust for speed key
453         if (in_speed.state & 1)
454         {
455                 cl.cmd.forwardmove *= cl_movespeedkey.value;
456                 cl.cmd.sidemove *= cl_movespeedkey.value;
457                 cl.cmd.upmove *= cl_movespeedkey.value;
458         }
459
460         in_mouse_x = 0;
461         in_mouse_y = 0;
462
463         // allow mice or other external controllers to add to the move
464         IN_Move ();
465
466         // ignore a mouse move if mouse was activated/deactivated this frame
467         if (cl_ignoremousemove)
468         {
469                 cl_ignoremousemove = false;
470                 in_mouse_x = 0;
471                 in_mouse_y = 0;
472         }
473
474         // apply m_filter if it is on
475         mx = in_mouse_x;
476         my = in_mouse_y;
477         if (m_filter.integer)
478         {
479                 in_mouse_x = (mx + old_mouse_x) * 0.5;
480                 in_mouse_y = (my + old_mouse_y) * 0.5;
481         }
482         old_mouse_x = mx;
483         old_mouse_y = my;
484
485         // if not in menu, apply mouse move to viewangles/movement
486         if (!cl.csqc_wantsmousemove && in_client_mouse)
487         {
488                 if (cl_prydoncursor.integer)
489                 {
490                         // mouse interacting with the scene, mostly stationary view
491                         V_StopPitchDrift();
492                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
493                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
494                 }
495                 else if (in_strafe.state & 1)
496                 {
497                         // strafing mode, all looking is movement
498                         V_StopPitchDrift();
499                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
500                         if (noclip_anglehack)
501                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
502                         else
503                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
504                 }
505                 else if ((in_mlook.state & 1) || freelook.integer)
506                 {
507                         // mouselook, lookstrafe causes turning to become strafing
508                         V_StopPitchDrift();
509                         if (lookstrafe.integer)
510                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
511                         else
512                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
513                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
514                 }
515                 else
516                 {
517                         // non-mouselook, yaw turning and forward/back movement
518                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
519                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
520                 }
521         }
522
523         // clamp after the move to prevent rendering with bad angles
524         CL_AdjustAngles ();
525 }
526
527 #include "cl_collision.h"
528
529 void CL_UpdatePrydonCursor(void)
530 {
531         vec3_t temp;
532
533         if (!cl_prydoncursor.integer)
534                 VectorClear(cl.cmd.cursor_screen);
535
536         /*
537         if (cl.cmd.cursor_screen[0] < -1)
538         {
539                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
540                 cl.cmd.cursor_screen[0] = -1;
541         }
542         if (cl.cmd.cursor_screen[0] > 1)
543         {
544                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
545                 cl.cmd.cursor_screen[0] = 1;
546         }
547         if (cl.cmd.cursor_screen[1] < -1)
548         {
549                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
550                 cl.cmd.cursor_screen[1] = -1;
551         }
552         if (cl.cmd.cursor_screen[1] > 1)
553         {
554                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
555                 cl.cmd.cursor_screen[1] = 1;
556         }
557         */
558         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
559         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
560         cl.cmd.cursor_screen[2] = 1;
561
562         // calculate current view matrix
563         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
564         // calculate direction vector of cursor in viewspace by using frustum slopes
565         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
566         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
567         // trace from view origin to the cursor
568         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);
569 }
570
571 void CL_ClientMovement_ExpireOldMoves(void)
572 {
573         int i;
574         int n;
575         // remove stale queue items
576         n = cl.movement_numqueue;
577         cl.movement_numqueue = 0;
578         if (cls.servermovesequence)
579         {
580                 for (i = 0;i < n;i++)
581                 {
582                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
583                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
584                         else
585                                 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
586                 }
587         }
588 }
589
590 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
591 {
592         // if time has not advanced, do nothing
593         if (cl.movecmd[0].msec <= 0)
594                 return;
595         // add to input queue if there is room
596         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
597         {
598                 // add to input queue
599                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
600                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
601                 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
602                 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
603                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
604                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
605                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
606                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
607                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
608                 cl.movement_numqueue++;
609         }
610
611         cl.movement_replay = true;
612 }
613
614 typedef enum waterlevel_e
615 {
616         WATERLEVEL_NONE,
617         WATERLEVEL_WETFEET,
618         WATERLEVEL_SWIMMING,
619         WATERLEVEL_SUBMERGED
620 }
621 waterlevel_t;
622
623 typedef struct cl_clientmovement_state_s
624 {
625         // position
626         vec3_t origin;
627         vec3_t velocity;
628         // current bounding box (different if crouched vs standing)
629         vec3_t mins;
630         vec3_t maxs;
631         // currently on the ground
632         qboolean onground;
633         // currently crouching
634         qboolean crouched;
635         // what kind of water (SUPERCONTENTS_LAVA for instance)
636         int watertype;
637         // how deep
638         waterlevel_t waterlevel;
639         // weird hacks when jumping out of water
640         // (this is in seconds and counts down to 0)
641         float waterjumptime;
642
643         // movement parameters for physics code
644         float movevars_gravity;
645         float movevars_stopspeed;
646         float movevars_maxspeed;
647         float movevars_spectatormaxspeed;
648         float movevars_accelerate;
649         float movevars_airaccelerate;
650         float movevars_wateraccelerate;
651         float movevars_friction;
652         float movevars_waterfriction;
653         float movevars_entgravity;
654         float movevars_jumpvelocity;
655         float movevars_edgefriction;
656         float movevars_maxairspeed;
657         float movevars_stepheight;
658         float movevars_airaccel_qw;
659         float movevars_airaccel_sideways_friction;
660
661         // user command
662         client_movementqueue_t q;
663 }
664 cl_clientmovement_state_t;
665
666 #define NUMOFFSETS 27
667 static vec3_t offsets[NUMOFFSETS] =
668 {
669 // 1 no nudge (just return the original if this test passes)
670         { 0.000,  0.000,  0.000},
671 // 6 simple nudges
672         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
673         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
674         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
675 // 4 diagonal flat nudges
676         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
677         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
678 // 8 diagonal upward nudges
679         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
680         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
681         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
682         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
683 // 8 diagonal downward nudges
684         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
685         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
686         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
687         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
688 };
689
690 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
691 {
692         int i;
693         vec3_t neworigin;
694         for (i = 0;i < NUMOFFSETS;i++)
695         {
696                 VectorAdd(offsets[i], s->origin, neworigin);
697                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
698                 {
699                         VectorCopy(neworigin, s->origin);
700                         return true;
701                 }
702         }
703         // if all offsets failed, give up
704         return false;
705 }
706
707 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
708 {
709         vec3_t origin1, origin2;
710         trace_t trace;
711
712         // make sure player is not stuck
713         CL_ClientMovement_Unstick(s);
714
715         // set crouched
716         if (s->q.crouch)
717         {
718                 // wants to crouch, this always works..
719                 if (!s->crouched)
720                         s->crouched = true;
721         }
722         else
723         {
724                 // wants to stand, if currently crouching we need to check for a
725                 // low ceiling first
726                 if (s->crouched)
727                 {
728                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
729                         if (!trace.startsolid)
730                                 s->crouched = false;
731                 }
732         }
733         if (s->crouched)
734         {
735                 VectorCopy(cl.playercrouchmins, s->mins);
736                 VectorCopy(cl.playercrouchmaxs, s->maxs);
737         }
738         else
739         {
740                 VectorCopy(cl.playerstandmins, s->mins);
741                 VectorCopy(cl.playerstandmaxs, s->maxs);
742         }
743
744         // set onground
745         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
746         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
747         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
748         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
749
750         // set watertype/waterlevel
751         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
752         s->waterlevel = WATERLEVEL_NONE;
753         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
754         if (s->watertype)
755         {
756                 s->waterlevel = WATERLEVEL_WETFEET;
757                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
758                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
759                 {
760                         s->waterlevel = WATERLEVEL_SWIMMING;
761                         origin1[2] = s->origin[2] + 22;
762                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
763                                 s->waterlevel = WATERLEVEL_SUBMERGED;
764                 }
765         }
766
767         // water jump prediction
768         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
769                 s->waterjumptime = 0;
770 }
771
772 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
773 {
774         int bump;
775         double t;
776         vec_t f;
777         vec3_t neworigin;
778         vec3_t currentorigin2;
779         vec3_t neworigin2;
780         vec3_t primalvelocity;
781         trace_t trace;
782         trace_t trace2;
783         trace_t trace3;
784         CL_ClientMovement_UpdateStatus(s);
785         VectorCopy(s->velocity, primalvelocity);
786         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
787         {
788                 VectorMA(s->origin, t, s->velocity, neworigin);
789                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
790                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
791                 {
792                         // may be a step or wall, try stepping up
793                         // first move forward at a higher level
794                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
795                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
796                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
797                         if (!trace2.startsolid)
798                         {
799                                 // then move down from there
800                                 VectorCopy(trace2.endpos, currentorigin2);
801                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
802                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
803                                 //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]);
804                                 // accept the new trace if it made some progress
805                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
806                                 {
807                                         trace = trace2;
808                                         VectorCopy(trace3.endpos, trace.endpos);
809                                 }
810                         }
811                 }
812
813                 // check if it moved at all
814                 if (trace.fraction >= 0.001)
815                         VectorCopy(trace.endpos, s->origin);
816
817                 // check if it moved all the way
818                 if (trace.fraction == 1)
819                         break;
820
821                 //if (trace.plane.normal[2] > 0.7)
822                 //      s->onground = true;
823
824                 t -= t * trace.fraction;
825
826                 f = DotProduct(s->velocity, trace.plane.normal);
827                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
828         }
829         if (s->waterjumptime > 0)
830                 VectorCopy(primalvelocity, s->velocity);
831 }
832
833
834 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
835 {
836         vec_t wishspeed;
837         vec_t f;
838         vec3_t wishvel;
839         vec3_t wishdir;
840
841         // water jump only in certain situations
842         // this mimics quakeworld code
843         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
844         {
845                 vec3_t forward;
846                 vec3_t yawangles;
847                 vec3_t spot;
848                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
849                 AngleVectors(yawangles, forward, NULL, NULL);
850                 VectorMA(s->origin, 24, forward, spot);
851                 spot[2] += 8;
852                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
853                 {
854                         spot[2] += 24;
855                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
856                         {
857                                 VectorScale(forward, 50, s->velocity);
858                                 s->velocity[2] = 310;
859                                 s->waterjumptime = 2;
860                                 s->onground = false;
861                                 s->q.canjump = false;
862                         }
863                 }
864         }
865
866         if (!VectorLength2(s->q.move))
867         {
868                 // drift towards bottom
869                 VectorSet(wishvel, 0, 0, -60);
870         }
871         else
872         {
873                 // swim
874                 vec3_t forward;
875                 vec3_t right;
876                 vec3_t up;
877                 // calculate movement vector
878                 AngleVectors(s->q.viewangles, forward, right, up);
879                 VectorSet(up, 0, 0, 1);
880                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
881         }
882
883         // split wishvel into wishspeed and wishdir
884         wishspeed = VectorLength(wishvel);
885         if (wishspeed)
886                 VectorScale(wishvel, 1 / wishspeed, wishdir);
887         else
888                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
889         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
890
891         if (s->crouched)
892                 wishspeed *= 0.5;
893
894         if (s->waterjumptime <= 0)
895         {
896                 // water friction
897                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
898                 f = bound(0, f, 1);
899                 VectorScale(s->velocity, f, s->velocity);
900
901                 // water acceleration
902                 f = wishspeed - DotProduct(s->velocity, wishdir);
903                 if (f > 0)
904                 {
905                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
906                         VectorMA(s->velocity, f, wishdir, s->velocity);
907                 }
908
909                 // holding jump button swims upward slowly
910                 if (s->q.jump)
911                 {
912                         if (s->watertype & SUPERCONTENTS_LAVA)
913                                 s->velocity[2] =  50;
914                         else if (s->watertype & SUPERCONTENTS_SLIME)
915                                 s->velocity[2] =  80;
916                         else
917                         {
918                                 if (gamemode == GAME_NEXUIZ)
919                                         s->velocity[2] = 200;
920                                 else
921                                         s->velocity[2] = 100;
922                         }
923                 }
924         }
925
926         CL_ClientMovement_Move(s);
927 }
928
929 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
930 {
931         vec_t friction;
932         vec_t wishspeed;
933         vec_t addspeed;
934         vec_t accelspeed;
935         vec_t f;
936         vec3_t forward;
937         vec3_t right;
938         vec3_t up;
939         vec3_t wishvel;
940         vec3_t wishdir;
941         vec3_t yawangles;
942         trace_t trace;
943
944         // jump if on ground with jump button pressed but only if it has been
945         // released at least once since the last jump
946         if (s->q.jump)
947         {
948                 if (s->onground && s->q.canjump)
949                 {
950                         s->velocity[2] += s->movevars_jumpvelocity;
951                         s->onground = false;
952                         s->q.canjump = false;
953                 }
954         }
955         else
956                 s->q.canjump = true;
957
958         // calculate movement vector
959         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
960         AngleVectors(yawangles, forward, right, up);
961         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
962
963         // split wishvel into wishspeed and wishdir
964         wishspeed = VectorLength(wishvel);
965         if (wishspeed)
966                 VectorScale(wishvel, 1 / wishspeed, wishdir);
967         else
968                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
969         wishspeed = min(wishspeed, s->movevars_maxspeed);
970         if (s->crouched)
971                 wishspeed *= 0.5;
972
973         // check if onground
974         if (s->onground)
975         {
976                 // apply edge friction
977                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
978                 friction = s->movevars_friction;
979                 if (f > 0 && s->movevars_edgefriction != 1)
980                 {
981                         vec3_t neworigin2;
982                         vec3_t neworigin3;
983                         // note: QW uses the full player box for the trace, and yet still
984                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
985                         // this mimics it for compatibility
986                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
987                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
988                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
989                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
990                         else
991                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
992                         if (trace.fraction == 1 && !trace.startsolid)
993                                 friction *= s->movevars_edgefriction;
994                 }
995                 // apply ground friction
996                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
997                 f = max(f, 0);
998                 VectorScale(s->velocity, f, s->velocity);
999                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1000                 if (addspeed > 0)
1001                 {
1002                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1003                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1004                 }
1005                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1006                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1007                         s->velocity[2] = 0;
1008                 if (VectorLength2(s->velocity))
1009                         CL_ClientMovement_Move(s);
1010         }
1011         else
1012         {
1013                 if (s->waterjumptime <= 0)
1014                 {
1015                         vec_t f;
1016                         vec_t vel_straight;
1017                         vec_t vel_z;
1018                         vec3_t vel_perpend;
1019
1020                         // apply air speed limit
1021                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1022
1023                         /*
1024                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1025                         if (addspeed > 0)
1026                         {
1027                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1028                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1029                         }
1030                         */
1031
1032                         vel_straight = DotProduct(s->velocity, wishdir);
1033                         vel_z = s->velocity[2];
1034                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1035                         vel_perpend[2] -= vel_z;
1036
1037                         f = wishspeed - vel_straight;
1038                         if(f > 0)
1039                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1040                         if(wishspeed > 0)
1041                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1042
1043                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1044
1045                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1046                         s->velocity[2] += vel_z;
1047                 }
1048                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1049                 CL_ClientMovement_Move(s);
1050         }
1051 }
1052
1053 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1054 {
1055         //Con_Printf(" %f", frametime);
1056         if (!s->q.jump)
1057                 s->q.canjump = true;
1058         s->waterjumptime -= s->q.frametime;
1059         CL_ClientMovement_UpdateStatus(s);
1060         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1061                 CL_ClientMovement_Physics_Swim(s);
1062         else
1063                 CL_ClientMovement_Physics_Walk(s);
1064 }
1065
1066 void CL_ClientMovement_Replay(void)
1067 {
1068         int i;
1069         qboolean canjump;
1070         double totalmovetime;
1071         cl_clientmovement_state_t s;
1072
1073         CL_ClientMovement_ExpireOldMoves();
1074
1075         // set up starting state for the series of moves
1076         memset(&s, 0, sizeof(s));
1077         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1078         VectorCopy(cl.mvelocity[0], s.velocity);
1079         s.crouched = true; // will be updated on first move
1080         //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1081
1082         // set up movement variables
1083         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1084         {
1085                 s.movevars_gravity = cl.qw_movevars_gravity;
1086                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1087                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1088                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1089                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1090                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1091                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1092                 s.movevars_friction = cl.qw_movevars_friction;
1093                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1094                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1095                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1096                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1097                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1098                 s.movevars_stepheight = cl_movement_stepheight.value;
1099                 s.movevars_airaccel_qw = 1.0;
1100                 s.movevars_airaccel_sideways_friction = 0.0;
1101         }
1102         else
1103         {
1104                 s.movevars_gravity = sv_gravity.value;
1105                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1106                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1107                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1108                 s.movevars_accelerate = cl_movement_accelerate.value;
1109                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1110                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1111                 s.movevars_friction = cl_movement_friction.value;
1112                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1113                 s.movevars_entgravity = 1;
1114                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1115                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1116                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1117                 s.movevars_stepheight = cl_movement_stepheight.value;
1118                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1119                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1120         }
1121
1122         totalmovetime = 0;
1123         for (i = 0;i < cl.movement_numqueue - 1;i++)
1124                 totalmovetime += cl.movement_queue[i].frametime;
1125         cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1126         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1127         if (cl.movement_predicted)
1128         {
1129                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1130
1131                 // replay the input queue to predict current location
1132                 // note: this relies on the fact there's always one queue item at the end
1133
1134                 canjump = cl.movement_replay_canjump;
1135                 for (i = 0;i < cl.movement_numqueue;i++)
1136                 {
1137                         s.q = cl.movement_queue[i];
1138                         s.q.canjump = canjump;
1139                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1140                         if (s.q.frametime > 0.05)
1141                         {
1142                                 s.q.frametime *= 0.5;
1143                                 CL_ClientMovement_PlayerMove(&s);
1144                         }
1145                         CL_ClientMovement_PlayerMove(&s);
1146                         canjump = cl.movement_queue[i].canjump = s.q.canjump;
1147                 }
1148         }
1149         else
1150         {
1151                 // get the first movement queue entry to know whether to crouch and such
1152                 s.q = cl.movement_queue[0];
1153         }
1154         CL_ClientMovement_UpdateStatus(&s);
1155
1156         if (cl.movement_replay)
1157         {
1158                 cl.movement_replay = false;
1159                 // update interpolation timestamps if time has passed
1160                 if (cl.movement_time[0] != cl.movecmd[0].time)
1161                 {
1162                         cl.movement_time[1] = cl.movement_time[0];
1163                         cl.movement_time[0] = cl.movecmd[0].time;
1164                         cl.movement_time[2] = cl.time;
1165                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1166                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1167                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1168                 }
1169
1170                 // update the interpolation target position and velocity
1171                 VectorCopy(s.origin, cl.movement_origin);
1172                 VectorCopy(s.velocity, cl.movement_velocity);
1173         }
1174
1175         // update the onground flag if appropriate
1176         if (cl.movement_predicted)
1177         {
1178                 // when predicted we simply set the flag according to the UpdateStatus
1179                 cl.onground = s.onground;
1180         }
1181         else
1182         {
1183                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1184                 // an update packet is received, but can be forced on here to hide
1185                 // server inconsistencies in the onground flag
1186                 // (which mostly occur when stepping up stairs at very high framerates
1187                 //  where after the step up the move continues forward and not
1188                 //  downward so the ground is not detected)
1189                 //
1190                 // such onground inconsistencies can cause jittery gun bobbing and
1191                 // stair smoothing, so we set onground if UpdateStatus says so
1192                 if (s.onground)
1193                         cl.onground = true;
1194         }
1195
1196         // react to onground state changes (for gun bob)
1197         if (cl.onground)
1198         {
1199                 if (!cl.oldonground)
1200                         cl.hitgroundtime = cl.movecmd[0].time;
1201                 cl.lastongroundtime = cl.movecmd[0].time;
1202         }
1203         cl.oldonground = cl.onground;
1204 }
1205
1206 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1207 {
1208         int bits;
1209
1210         bits = 0;
1211         if (to->viewangles[0] != from->viewangles[0])
1212                 bits |= QW_CM_ANGLE1;
1213         if (to->viewangles[1] != from->viewangles[1])
1214                 bits |= QW_CM_ANGLE2;
1215         if (to->viewangles[2] != from->viewangles[2])
1216                 bits |= QW_CM_ANGLE3;
1217         if (to->forwardmove != from->forwardmove)
1218                 bits |= QW_CM_FORWARD;
1219         if (to->sidemove != from->sidemove)
1220                 bits |= QW_CM_SIDE;
1221         if (to->upmove != from->upmove)
1222                 bits |= QW_CM_UP;
1223         if (to->buttons != from->buttons)
1224                 bits |= QW_CM_BUTTONS;
1225         if (to->impulse != from->impulse)
1226                 bits |= QW_CM_IMPULSE;
1227
1228         MSG_WriteByte(buf, bits);
1229         if (bits & QW_CM_ANGLE1)
1230                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1231         if (bits & QW_CM_ANGLE2)
1232                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1233         if (bits & QW_CM_ANGLE3)
1234                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1235         if (bits & QW_CM_FORWARD)
1236                 MSG_WriteShort(buf, to->forwardmove);
1237         if (bits & QW_CM_SIDE)
1238                 MSG_WriteShort(buf, to->sidemove);
1239         if (bits & QW_CM_UP)
1240                 MSG_WriteShort(buf, to->upmove);
1241         if (bits & QW_CM_BUTTONS)
1242                 MSG_WriteByte(buf, to->buttons);
1243         if (bits & QW_CM_IMPULSE)
1244                 MSG_WriteByte(buf, to->impulse);
1245         MSG_WriteByte(buf, to->msec);
1246 }
1247
1248 /*
1249 ==============
1250 CL_SendMove
1251 ==============
1252 */
1253 usercmd_t nullcmd; // for delta compression of qw moves
1254 void CL_SendMove(void)
1255 {
1256         int i, j, packetloss;
1257         int bits;
1258         sizebuf_t buf;
1259         unsigned char data[1024];
1260         static double lastsendtime = 0;
1261         double packettime;
1262         int msecdelta;
1263
1264         CL_ClientMovement_ExpireOldMoves();
1265
1266         // if playing a demo, do nothing
1267         if (!cls.netcon)
1268                 return;
1269
1270         // don't send too often or else network connections can get clogged by a high renderer framerate
1271         if (cl_netinputpacketspersecond.value >= 1)
1272                 packettime = 1.0 / bound(1, cl_netinputpacketspersecond.value, 1000);
1273         else
1274                 packettime = 0;
1275         // quakeworld servers take only frametimes
1276         // predicted dp7 servers take current interpolation time
1277         // unpredicted servers take an echo of the latest server timestamp
1278         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1279         {
1280                 if (realtime < lastsendtime + packettime)
1281                         return;
1282                 cl.cmd.time = realtime;
1283                 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1284         }
1285         else if (cl.movement_predicted)
1286         {
1287                 if (realtime < lastsendtime + packettime)
1288                         return;
1289                 cl.cmd.time = cl.time;
1290                 cl.cmd.sequence = cls.movesequence;
1291         }
1292         else
1293         {
1294                 // unpredicted movement should be sent immediately whenever a server
1295                 // packet is received, to minimize ping times
1296                 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1297                         return;
1298                 if (cl.mtime[0] == cl.movecmd[0].time && cl.mtime[1] != cl.mtime[0])
1299                         return;
1300                 cl.cmd.time = cl.mtime[0];
1301                 cl.cmd.sequence = cls.movesequence;
1302         }
1303
1304         // don't let it fall behind if CL_SendMove hasn't been called recently
1305         // (such is the case when framerate is too low for instance)
1306         lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1307         // set the flag indicating that we sent a packet recently
1308         cl.movement_needupdate = false;
1309
1310         buf.maxsize = sizeof(data);
1311         buf.cursize = 0;
1312         buf.data = data;
1313
1314         // conditions for sending a move:
1315         // if the move advances time or if the game is paused (in which case time
1316         // is not advancing)
1317         // don't send a new input packet if the connection is still saturated from
1318         // the last one (or chat messages, etc)
1319         // note: this behavior comes from QW
1320         if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon))
1321                 return;
1322
1323         // increase the move counter since we intend to send a move
1324         cls.movesequence++;
1325
1326         // send the movement message
1327         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1328         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1329         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1330         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1331         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1332         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1333         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1334         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1335         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1336         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1337         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1338
1339         // set prydon cursor info
1340         CL_UpdatePrydonCursor();
1341
1342         // set button bits
1343         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1344         bits = 0;
1345         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1346         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1347         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1348         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1349         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1350         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1351         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1352         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1353         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1354         if (key_dest != key_game || key_consoleactive) bits |= 512;
1355         if (cl_prydoncursor.integer) bits |= 1024;
1356         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1357         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1358         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1359         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1360         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1361         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1362         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1363         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1364         // button bits 19-31 unused currently
1365         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1366         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1367         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1368         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1369         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1370         cl.cmd.buttons = bits;
1371
1372         // set impulse
1373         cl.cmd.impulse = in_impulse;
1374         in_impulse = 0;
1375
1376         // movement is set by input code (forwardmove/sidemove/upmove)
1377
1378         // set viewangles
1379         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1380
1381         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1382         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1383         // ridiculous value rejection (matches qw)
1384         if (cl.cmd.msec > 250)
1385                 cl.cmd.msec = 100;
1386
1387         cl.cmd.predicted = cl_movement.integer;
1388
1389         // always dump the first two messages, because they may contain leftover inputs from the last level
1390         if (cl.cmd.sequence <= 2)
1391                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1392
1393         // update the cl.movecmd array which holds the most recent moves
1394         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1395                 cl.movecmd[i] = cl.movecmd[i-1];
1396         cl.movecmd[0] = cl.cmd;
1397
1398         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1399         {
1400                 int checksumindex;
1401
1402                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1403
1404                 MSG_WriteByte(&buf, qw_clc_move);
1405                 // save the position for a checksum byte
1406                 checksumindex = buf.cursize;
1407                 MSG_WriteByte(&buf, 0);
1408                 // packet loss percentage
1409                 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1410                         if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1411                                 packetloss++;
1412                 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1413                 MSG_WriteByte(&buf, packetloss);
1414                 // write most recent 3 moves
1415                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1416                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1417                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1418                 // calculate the checksum
1419                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1420                 // if delta compression history overflows, request no delta
1421                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1422                         cl.qw_validsequence = 0;
1423                 // request delta compression if appropriate
1424                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1425                 {
1426                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1427                         MSG_WriteByte(&buf, qw_clc_delta);
1428                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1429                 }
1430                 else
1431                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1432         }
1433         else if (cls.signon == SIGNONS)
1434         {
1435                 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1436                 {
1437                         // 5 bytes
1438                         MSG_WriteByte (&buf, clc_move);
1439                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1440                         // 3 bytes
1441                         for (i = 0;i < 3;i++)
1442                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1443                         // 6 bytes
1444                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1445                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1446                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1447                         // 2 bytes
1448                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1449                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1450                 }
1451                 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1452                 {
1453                         // 5 bytes
1454                         MSG_WriteByte (&buf, clc_move);
1455                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1456                         // 12 bytes
1457                         for (i = 0;i < 3;i++)
1458                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1459                         // 6 bytes
1460                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1461                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1462                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1463                         // 2 bytes
1464                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1465                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1466                 }
1467                 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1468                 {
1469                         // 5 bytes
1470                         MSG_WriteByte (&buf, clc_move);
1471                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1472                         // 6 bytes
1473                         for (i = 0;i < 3;i++)
1474                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1475                         // 6 bytes
1476                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1477                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1478                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1479                         // 2 bytes
1480                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1481                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1482                 }
1483                 else if (cls.signon == SIGNONS)
1484                 {
1485                         int maxusercmds;
1486                         usercmd_t *cmd;
1487
1488                         // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1489                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1490
1491                         // set the maxusercmds variable to limit how many should be sent
1492                         maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1493                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1494                         if (!cl.cmd.predicted)
1495                                 maxusercmds = 1;
1496
1497                         // send the latest moves in order, the old ones will be
1498                         // ignored by the server harmlessly, however if the previous
1499                         // packets were lost these moves will be used
1500                         //
1501                         // this reduces packet loss impact on gameplay.
1502                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1503                         {
1504                                 // don't repeat any stale moves
1505                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1506                                         continue;
1507                                 // 5/9 bytes
1508                                 MSG_WriteByte (&buf, clc_move);
1509                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1510                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1511                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1512                                 // 6 bytes
1513                                 for (i = 0;i < 3;i++)
1514                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1515                                 // 6 bytes
1516                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1517                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1518                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1519                                 // 5 bytes
1520                                 MSG_WriteLong (&buf, cmd->buttons);
1521                                 MSG_WriteByte (&buf, cmd->impulse);
1522                                 // PRYDON_CLIENTCURSOR
1523                                 // 30 bytes
1524                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1525                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1526                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1527                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1528                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1529                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1530                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1531                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1532                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1533                         }
1534                 }
1535         }
1536
1537         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1538         {
1539                 // ack the last few frame numbers
1540                 // (redundent to improve handling of client->server packet loss)
1541                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1542                 for (i = 0;i < LATESTFRAMENUMS;i++)
1543                 {
1544                         if (cl.latestframenums[i] > 0)
1545                         {
1546                                 if (developer_networkentities.integer >= 10)
1547                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1548                                 MSG_WriteByte(&buf, clc_ackframe);
1549                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1550                         }
1551                 }
1552         }
1553
1554         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1555         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1556
1557         // acknowledge any recently received data blocks
1558         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1559         {
1560                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1561                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1562                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1563                 cls.dp_downloadack[i].start = 0;
1564                 cls.dp_downloadack[i].size = 0;
1565         }
1566
1567         // send the reliable message (forwarded commands) if there is one
1568         if (buf.cursize || cls.netcon->message.cursize)
1569                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer));
1570
1571         if (cls.netcon->message.overflowed)
1572         {
1573                 Con_Print("CL_SendMove: lost server connection\n");
1574                 CL_Disconnect();
1575                 Host_ShutdownServer();
1576         }
1577 }
1578
1579 /*
1580 ============
1581 CL_InitInput
1582 ============
1583 */
1584 void CL_InitInput (void)
1585 {
1586         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1587         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1588         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1589         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1590         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1591         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1592         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1593         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1594         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1595         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1596         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1597         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1598         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1599         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1600         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1601         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1602         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1603         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1604         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1605         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1606         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1607         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1608         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1609         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1610         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1611         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1612         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1613         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1614         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1615         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1616         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1617         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1618         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1619
1620         // LordHavoc: added use button
1621         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1622         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1623
1624         // LordHavoc: added 6 new buttons
1625         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1626         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1627         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1628         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1629         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1630         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1631         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1632         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1633         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1634         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1635         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1636         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1637         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1638         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1639         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1640         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1641         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1642         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1643         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1644         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1645         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1646         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1647         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1648         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1649         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1650         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1651         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1652         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1653
1654         // LordHavoc: added bestweapon command
1655         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
1656
1657         Cvar_RegisterVariable(&cl_movement);
1658         Cvar_RegisterVariable(&cl_movement_minping);
1659         Cvar_RegisterVariable(&cl_movement_maxspeed);
1660         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1661         Cvar_RegisterVariable(&cl_movement_stopspeed);
1662         Cvar_RegisterVariable(&cl_movement_friction);
1663         Cvar_RegisterVariable(&cl_movement_edgefriction);
1664         Cvar_RegisterVariable(&cl_movement_stepheight);
1665         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1666         Cvar_RegisterVariable(&cl_movement_accelerate);
1667         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1668         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1669         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1670         Cvar_RegisterVariable(&cl_gravity);
1671         Cvar_RegisterVariable(&cl_slowmo);
1672
1673         Cvar_RegisterVariable(&in_pitch_min);
1674         Cvar_RegisterVariable(&in_pitch_max);
1675         Cvar_RegisterVariable(&m_filter);
1676
1677         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1678         Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1679
1680         Cvar_RegisterVariable(&cl_nodelta);
1681 }
1682