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cl_movement: move crouch handling so that sv_maxairspeed*0.5 is maximum crouching...
[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 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 void IN_CycleWeapon (void)
305 {
306         int i, n;
307         int first = -1;
308         qboolean found = false;
309         const char *t;
310         if (Cmd_Argc() < 2)
311         {
312                 Con_Printf("bestweapon requires 1 or more parameters\n");
313                 return;
314         }
315         for (i = 1;i < Cmd_Argc();i++)
316         {
317                 t = Cmd_Argv(i);
318                 // figure out which weapon this character refers to
319                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
320                 {
321                         if (!strcmp(in_bestweapon_info[n].name, t))
322                         {
323                                 // we found out what weapon this character refers to
324                                 // check if the inventory contains the weapon and enough ammo
325                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
326                                 {
327                                         // we found one of the weapons the player wanted
328                                         if(first == -1)
329                                                 first = n;
330                                         if(found)
331                                         {
332                                                 in_impulse = in_bestweapon_info[n].impulse;
333                                                 return;
334                                         }
335                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
336                                                 found = true;
337                                 }
338                                 break;
339                         }
340                 }
341                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
342         }
343         if(first != -1)
344         {
345                 in_impulse = in_bestweapon_info[first].impulse;
346                 return;
347         }
348         // if we couldn't find any of the weapons, there's nothing more we can do...
349 }
350
351 /*
352 ===============
353 CL_KeyState
354
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
359 ===============
360 */
361 float CL_KeyState (kbutton_t *key)
362 {
363         float           val;
364         qboolean        impulsedown, impulseup, down;
365
366         impulsedown = key->state & 2;
367         impulseup = key->state & 4;
368         down = key->state & 1;
369         val = 0;
370
371         if (impulsedown && !impulseup)
372         {
373                 if (down)
374                         val = 0.5;      // pressed and held this frame
375                 else
376                         val = 0;        //      I_Error ();
377         }
378         if (impulseup && !impulsedown)
379         {
380                 if (down)
381                         val = 0;        //      I_Error ();
382                 else
383                         val = 0;        // released this frame
384         }
385         if (!impulsedown && !impulseup)
386         {
387                 if (down)
388                         val = 1.0;      // held the entire frame
389                 else
390                         val = 0;        // up the entire frame
391         }
392         if (impulsedown && impulseup)
393         {
394                 if (down)
395                         val = 0.75;     // released and re-pressed this frame
396                 else
397                         val = 0.25;     // pressed and released this frame
398         }
399
400         key->state &= 1;                // clear impulses
401
402         return val;
403 }
404
405
406
407
408 //==========================================================================
409
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
414
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
419
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
421
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 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)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
431 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 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"};
435 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
436 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)"};
437 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)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
439
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
442
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
446 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "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 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
447 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
448
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
450
451 extern cvar_t v_flipped;
452
453 /*
454 ================
455 CL_AdjustAngles
456
457 Moves the local angle positions
458 ================
459 */
460 void CL_AdjustAngles (void)
461 {
462         float   speed;
463         float   up, down;
464
465         if (in_speed.state & 1)
466                 speed = cl.realframetime * cl_anglespeedkey.value;
467         else
468                 speed = cl.realframetime;
469
470         if (!(in_strafe.state & 1))
471         {
472                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
474         }
475         if (in_klook.state & 1)
476         {
477                 V_StopPitchDrift ();
478                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
480         }
481
482         up = CL_KeyState (&in_lookup);
483         down = CL_KeyState(&in_lookdown);
484
485         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
487
488         if (up || down)
489                 V_StopPitchDrift ();
490
491         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493         if (cl.viewangles[YAW] >= 180)
494                 cl.viewangles[YAW] -= 360;
495         if (cl.viewangles[PITCH] >= 180)
496                 cl.viewangles[PITCH] -= 360;
497         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
498         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
499 }
500
501 int cl_ignoremousemoves = 2;
502
503 /*
504 ================
505 CL_Input
506
507 Send the intended movement message to the server
508 ================
509 */
510 void CL_Input (void)
511 {
512         float mx, my;
513         static float old_mouse_x = 0, old_mouse_y = 0;
514
515         // clamp before the move to prevent starting with bad angles
516         CL_AdjustAngles ();
517
518         if(v_flipped.integer)
519                 cl.viewangles[YAW] = -cl.viewangles[YAW];
520
521         // reset some of the command fields
522         cl.cmd.forwardmove = 0;
523         cl.cmd.sidemove = 0;
524         cl.cmd.upmove = 0;
525
526         // get basic movement from keyboard
527         if (in_strafe.state & 1)
528         {
529                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
530                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
531         }
532
533         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
534         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
535
536         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
537         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
538
539         if (! (in_klook.state & 1) )
540         {
541                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
542                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
543         }
544
545         // adjust for speed key
546         if (in_speed.state & 1)
547         {
548                 cl.cmd.forwardmove *= cl_movespeedkey.value;
549                 cl.cmd.sidemove *= cl_movespeedkey.value;
550                 cl.cmd.upmove *= cl_movespeedkey.value;
551         }
552
553         // allow mice or other external controllers to add to the move
554         IN_Move ();
555
556         // apply m_filter if it is on
557         mx = in_mouse_x;
558         my = in_mouse_y;
559         if (m_filter.integer)
560         {
561                 in_mouse_x = (mx + old_mouse_x) * 0.5;
562                 in_mouse_y = (my + old_mouse_y) * 0.5;
563         }
564         old_mouse_x = mx;
565         old_mouse_y = my;
566
567         // ignore a mouse move if mouse was activated/deactivated this frame
568         if (cl_ignoremousemoves)
569         {
570                 cl_ignoremousemoves--;
571                 in_mouse_x = old_mouse_x = 0;
572                 in_mouse_y = old_mouse_y = 0;
573         }
574
575         // if not in menu, apply mouse move to viewangles/movement
576         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
577         {
578                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579                 if (cl_prydoncursor.integer)
580                 {
581                         // mouse interacting with the scene, mostly stationary view
582                         V_StopPitchDrift();
583                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
585                 }
586                 else if (in_strafe.state & 1)
587                 {
588                         // strafing mode, all looking is movement
589                         V_StopPitchDrift();
590                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591                         if (noclip_anglehack)
592                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
593                         else
594                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
595                 }
596                 else if ((in_mlook.state & 1) || freelook.integer)
597                 {
598                         // mouselook, lookstrafe causes turning to become strafing
599                         V_StopPitchDrift();
600                         if (lookstrafe.integer)
601                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
602                         else
603                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
605                 }
606                 else
607                 {
608                         // non-mouselook, yaw turning and forward/back movement
609                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
611                 }
612         }
613         else // don't pitch drift when csqc is controlling the mouse
614                 V_StopPitchDrift();
615
616         if(v_flipped.integer)
617         {
618                 cl.viewangles[YAW] = -cl.viewangles[YAW];
619                 cl.cmd.sidemove = -cl.cmd.sidemove;
620         }
621
622         // clamp after the move to prevent rendering with bad angles
623         CL_AdjustAngles ();
624 }
625
626 #include "cl_collision.h"
627
628 void CL_UpdatePrydonCursor(void)
629 {
630         vec3_t temp;
631
632         if (!cl_prydoncursor.integer)
633                 VectorClear(cl.cmd.cursor_screen);
634
635         /*
636         if (cl.cmd.cursor_screen[0] < -1)
637         {
638                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
639                 cl.cmd.cursor_screen[0] = -1;
640         }
641         if (cl.cmd.cursor_screen[0] > 1)
642         {
643                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
644                 cl.cmd.cursor_screen[0] = 1;
645         }
646         if (cl.cmd.cursor_screen[1] < -1)
647         {
648                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
649                 cl.cmd.cursor_screen[1] = -1;
650         }
651         if (cl.cmd.cursor_screen[1] > 1)
652         {
653                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
654                 cl.cmd.cursor_screen[1] = 1;
655         }
656         */
657         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
658         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
659         cl.cmd.cursor_screen[2] = 1;
660
661         // calculate current view matrix
662         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
663         // calculate direction vector of cursor in viewspace by using frustum slopes
664         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
665         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
666         // trace from view origin to the cursor
667         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);
668 }
669
670 typedef enum waterlevel_e
671 {
672         WATERLEVEL_NONE,
673         WATERLEVEL_WETFEET,
674         WATERLEVEL_SWIMMING,
675         WATERLEVEL_SUBMERGED
676 }
677 waterlevel_t;
678
679 typedef struct cl_clientmovement_state_s
680 {
681         // position
682         vec3_t origin;
683         vec3_t velocity;
684         // current bounding box (different if crouched vs standing)
685         vec3_t mins;
686         vec3_t maxs;
687         // currently on the ground
688         qboolean onground;
689         // currently crouching
690         qboolean crouched;
691         // what kind of water (SUPERCONTENTS_LAVA for instance)
692         int watertype;
693         // how deep
694         waterlevel_t waterlevel;
695         // weird hacks when jumping out of water
696         // (this is in seconds and counts down to 0)
697         float waterjumptime;
698
699         // user command
700         usercmd_t cmd;
701 }
702 cl_clientmovement_state_t;
703
704 #define NUMOFFSETS 27
705 static vec3_t offsets[NUMOFFSETS] =
706 {
707 // 1 no nudge (just return the original if this test passes)
708         { 0.000,  0.000,  0.000},
709 // 6 simple nudges
710         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
711         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
712         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
713 // 4 diagonal flat nudges
714         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
715         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
716 // 8 diagonal upward nudges
717         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
718         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
719         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
720         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
721 // 8 diagonal downward nudges
722         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
723         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
724         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
725         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
726 };
727
728 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
729 {
730         int i;
731         vec3_t neworigin;
732         for (i = 0;i < NUMOFFSETS;i++)
733         {
734                 VectorAdd(offsets[i], s->origin, neworigin);
735                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
736                 {
737                         VectorCopy(neworigin, s->origin);
738                         return true;
739                 }
740         }
741         // if all offsets failed, give up
742         return false;
743 }
744
745 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
746 {
747         vec3_t origin1, origin2;
748         trace_t trace;
749
750         // make sure player is not stuck
751         CL_ClientMovement_Unstick(s);
752
753         // set crouched
754         if (s->cmd.crouch)
755         {
756                 // wants to crouch, this always works..
757                 if (!s->crouched)
758                         s->crouched = true;
759         }
760         else
761         {
762                 // wants to stand, if currently crouching we need to check for a
763                 // low ceiling first
764                 if (s->crouched)
765                 {
766                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
767                         if (!trace.startsolid)
768                                 s->crouched = false;
769                 }
770         }
771         if (s->crouched)
772         {
773                 VectorCopy(cl.playercrouchmins, s->mins);
774                 VectorCopy(cl.playercrouchmaxs, s->maxs);
775         }
776         else
777         {
778                 VectorCopy(cl.playerstandmins, s->mins);
779                 VectorCopy(cl.playerstandmaxs, s->maxs);
780         }
781
782         // set onground
783         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
784         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
785         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
786         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
787
788         // set watertype/waterlevel
789         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
790         s->waterlevel = WATERLEVEL_NONE;
791         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
792         if (s->watertype)
793         {
794                 s->waterlevel = WATERLEVEL_WETFEET;
795                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
796                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
797                 {
798                         s->waterlevel = WATERLEVEL_SWIMMING;
799                         origin1[2] = s->origin[2] + 22;
800                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
801                                 s->waterlevel = WATERLEVEL_SUBMERGED;
802                 }
803         }
804
805         // water jump prediction
806         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
807                 s->waterjumptime = 0;
808 }
809
810 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
811 {
812         int bump;
813         double t;
814         vec_t f;
815         vec3_t neworigin;
816         vec3_t currentorigin2;
817         vec3_t neworigin2;
818         vec3_t primalvelocity;
819         trace_t trace;
820         trace_t trace2;
821         trace_t trace3;
822         CL_ClientMovement_UpdateStatus(s);
823         VectorCopy(s->velocity, primalvelocity);
824         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
825         {
826                 VectorMA(s->origin, t, s->velocity, neworigin);
827                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
829                 {
830                         // may be a step or wall, try stepping up
831                         // first move forward at a higher level
832                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
833                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
834                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
835                         if (!trace2.startsolid)
836                         {
837                                 // then move down from there
838                                 VectorCopy(trace2.endpos, currentorigin2);
839                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
840                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
841                                 //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]);
842                                 // accept the new trace if it made some progress
843                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
844                                 {
845                                         trace = trace2;
846                                         VectorCopy(trace3.endpos, trace.endpos);
847                                 }
848                         }
849                 }
850
851                 // check if it moved at all
852                 if (trace.fraction >= 0.001)
853                         VectorCopy(trace.endpos, s->origin);
854
855                 // check if it moved all the way
856                 if (trace.fraction == 1)
857                         break;
858
859                 //if (trace.plane.normal[2] > 0.7)
860                 //      s->onground = true;
861
862                 t -= t * trace.fraction;
863
864                 f = DotProduct(s->velocity, trace.plane.normal);
865                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
866         }
867         if (s->waterjumptime > 0)
868                 VectorCopy(primalvelocity, s->velocity);
869 }
870
871
872 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
873 {
874         vec_t wishspeed;
875         vec_t f;
876         vec3_t wishvel;
877         vec3_t wishdir;
878
879         // water jump only in certain situations
880         // this mimics quakeworld code
881         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
882         {
883                 vec3_t forward;
884                 vec3_t yawangles;
885                 vec3_t spot;
886                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
887                 AngleVectors(yawangles, forward, NULL, NULL);
888                 VectorMA(s->origin, 24, forward, spot);
889                 spot[2] += 8;
890                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
891                 {
892                         spot[2] += 24;
893                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
894                         {
895                                 VectorScale(forward, 50, s->velocity);
896                                 s->velocity[2] = 310;
897                                 s->waterjumptime = 2;
898                                 s->onground = false;
899                                 s->cmd.canjump = false;
900                         }
901                 }
902         }
903
904         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
905         {
906                 // drift towards bottom
907                 VectorSet(wishvel, 0, 0, -60);
908         }
909         else
910         {
911                 // swim
912                 vec3_t forward;
913                 vec3_t right;
914                 vec3_t up;
915                 // calculate movement vector
916                 AngleVectors(s->cmd.viewangles, forward, right, up);
917                 VectorSet(up, 0, 0, 1);
918                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
919         }
920
921         // split wishvel into wishspeed and wishdir
922         wishspeed = VectorLength(wishvel);
923         if (wishspeed)
924                 VectorScale(wishvel, 1 / wishspeed, wishdir);
925         else
926                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
927         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
928
929         if (s->crouched)
930                 wishspeed *= 0.5;
931
932         if (s->waterjumptime <= 0)
933         {
934                 // water friction
935                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
936                 f = bound(0, f, 1);
937                 VectorScale(s->velocity, f, s->velocity);
938
939                 // water acceleration
940                 f = wishspeed - DotProduct(s->velocity, wishdir);
941                 if (f > 0)
942                 {
943                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
944                         VectorMA(s->velocity, f, wishdir, s->velocity);
945                 }
946
947                 // holding jump button swims upward slowly
948                 if (s->cmd.jump)
949                 {
950                         if (s->watertype & SUPERCONTENTS_LAVA)
951                                 s->velocity[2] =  50;
952                         else if (s->watertype & SUPERCONTENTS_SLIME)
953                                 s->velocity[2] =  80;
954                         else
955                         {
956                                 if (gamemode == GAME_NEXUIZ)
957                                         s->velocity[2] = 200;
958                                 else
959                                         s->velocity[2] = 100;
960                         }
961                 }
962         }
963
964         CL_ClientMovement_Move(s);
965 }
966
967 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
968 {
969         vec_t zspeed, speed, dot, k;
970
971         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
972                 return;
973         
974         zspeed = s->velocity[2];
975         s->velocity[2] = 0;
976         speed = VectorNormalizeLength(s->velocity);
977
978         dot = DotProduct(s->velocity, wishdir);
979         k = 32;
980         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
981
982         if(dot > 0) { // we can't change direction while slowing down
983                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
984                 VectorNormalize(s->velocity);
985         }
986
987         VectorScale(s->velocity, speed, s->velocity);
988         s->velocity[2] = zspeed;
989 }
990
991 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
992 {
993         vec_t friction;
994         vec_t wishspeed;
995         vec_t addspeed;
996         vec_t accelspeed;
997         vec_t f;
998         vec3_t forward;
999         vec3_t right;
1000         vec3_t up;
1001         vec3_t wishvel;
1002         vec3_t wishdir;
1003         vec3_t yawangles;
1004         trace_t trace;
1005
1006         // jump if on ground with jump button pressed but only if it has been
1007         // released at least once since the last jump
1008         if (s->cmd.jump)
1009         {
1010                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1011                 {
1012                         s->velocity[2] += cl.movevars_jumpvelocity;
1013                         s->onground = false;
1014                         s->cmd.canjump = false;
1015                 }
1016         }
1017         else
1018                 s->cmd.canjump = true;
1019
1020         // calculate movement vector
1021         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1022         AngleVectors(yawangles, forward, right, up);
1023         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1024
1025         // split wishvel into wishspeed and wishdir
1026         wishspeed = VectorLength(wishvel);
1027         if (wishspeed)
1028                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1029         else
1030                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1031         // check if onground
1032         if (s->onground)
1033         {
1034                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1035                 if (s->crouched)
1036                         wishspeed *= 0.5;
1037
1038                 // apply edge friction
1039                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1040                 if (f > 0)
1041                 {
1042                         friction = cl.movevars_friction;
1043                         if (cl.movevars_edgefriction != 1)
1044                         {
1045                                 vec3_t neworigin2;
1046                                 vec3_t neworigin3;
1047                                 // note: QW uses the full player box for the trace, and yet still
1048                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1049                                 // this mimics it for compatibility
1050                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1051                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1052                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1053                                         trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1054                                 else
1055                                         trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1056                                 if (trace.fraction == 1 && !trace.startsolid)
1057                                         friction *= cl.movevars_edgefriction;
1058                         }
1059                         // apply ground friction
1060                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1061                         f = max(f, 0);
1062                         VectorScale(s->velocity, f, s->velocity);
1063                 }
1064                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1065                 if (addspeed > 0)
1066                 {
1067                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1068                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1069                 }
1070                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1071                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1072                         s->velocity[2] = 0;
1073                 if (VectorLength2(s->velocity))
1074                         CL_ClientMovement_Move(s);
1075         }
1076         else
1077         {
1078                 if (s->waterjumptime <= 0)
1079                 {
1080                         vec_t f;
1081                         vec_t vel_straight;
1082                         vec_t vel_z;
1083                         vec3_t vel_perpend;
1084                         float wishspeed2, accel;
1085
1086                         // apply air speed limit
1087                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1088                         if (s->crouched)
1089                                 wishspeed *= 0.5;
1090
1091                         accel = cl.movevars_airaccelerate;
1092                         
1093                         // CPM: air control
1094                         wishspeed2 = wishspeed;
1095                         if(cl.movevars_airstopaccelerate != 0)
1096                                 if(DotProduct(s->velocity, wishdir) < 0)
1097                                         accel = cl.movevars_airstopaccelerate;
1098                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1099                         {
1100                                 if(cl.movevars_maxairstrafespeed)
1101                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1102                                                 wishspeed = cl.movevars_maxairstrafespeed;
1103                                 if(cl.movevars_airstrafeaccelerate)
1104                                         accel = cl.movevars_airstrafeaccelerate;
1105                         }
1106                         // !CPM
1107
1108                         /*
1109                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1110                         if (addspeed > 0)
1111                         {
1112                                 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1113                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1114                         }
1115                         */
1116
1117                         vel_straight = DotProduct(s->velocity, wishdir);
1118                         vel_z = s->velocity[2];
1119                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1120                         vel_perpend[2] -= vel_z;
1121
1122                         f = wishspeed - vel_straight;
1123                         if(f > 0)
1124                                 vel_straight += min(f, accel * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
1125                         if(wishspeed > 0)
1126                                 vel_straight += min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1127
1128                         VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1129
1130                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1131                         s->velocity[2] += vel_z;
1132
1133                         if(cl.movevars_aircontrol)
1134                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1135                 }
1136                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1137                 CL_ClientMovement_Move(s);
1138         }
1139 }
1140
1141 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1142 {
1143         //Con_Printf(" %f", frametime);
1144         if (!s->cmd.jump)
1145                 s->cmd.canjump = true;
1146         s->waterjumptime -= s->cmd.frametime;
1147         CL_ClientMovement_UpdateStatus(s);
1148         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1149                 CL_ClientMovement_Physics_Swim(s);
1150         else
1151                 CL_ClientMovement_Physics_Walk(s);
1152 }
1153
1154 extern cvar_t slowmo;
1155 void CL_UpdateMoveVars(void)
1156 {
1157         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1158         {
1159         }
1160         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1161         {
1162                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1163                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1164                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1165                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1166                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1167                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1168                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1169                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1170                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1171                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1172                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1173                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1174                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1175                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1176                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1177                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1178                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1179                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1180                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1181                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1182                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1183                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1184         }
1185         else
1186         {
1187                 cl.movevars_timescale = slowmo.value;
1188                 cl.movevars_gravity = sv_gravity.value;
1189                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1190                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1191                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1192                 cl.movevars_accelerate = cl_movement_accelerate.value;
1193                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1194                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1195                 cl.movevars_friction = cl_movement_friction.value;
1196                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1197                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1198                 cl.movevars_entgravity = 1;
1199                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1200                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1201                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1202                 cl.movevars_stepheight = cl_movement_stepheight.value;
1203                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1204                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1205                 cl.movevars_airstopaccelerate = 0;
1206                 cl.movevars_airstrafeaccelerate = 0;
1207                 cl.movevars_maxairstrafespeed = 0;
1208                 cl.movevars_aircontrol = 0;
1209         }
1210 }
1211
1212 void CL_ClientMovement_Replay(void)
1213 {
1214         int i;
1215         double totalmovemsec;
1216         cl_clientmovement_state_t s;
1217
1218         if (cl.movement_predicted && !cl.movement_replay)
1219                 return;
1220
1221         // set up starting state for the series of moves
1222         memset(&s, 0, sizeof(s));
1223         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1224         VectorCopy(cl.mvelocity[0], s.velocity);
1225         s.crouched = true; // will be updated on first move
1226         //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]);
1227
1228         totalmovemsec = 0;
1229         for (i = 0;i < CL_MAX_USERCMDS;i++)
1230                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1231                         totalmovemsec += cl.movecmd[i].msec;
1232         cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1233         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1234         if (cl.movement_predicted)
1235         {
1236                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1237
1238                 // replay the input queue to predict current location
1239                 // note: this relies on the fact there's always one queue item at the end
1240
1241                 // find how many are still valid
1242                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1243                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1244                                 break;
1245                 // now walk them in oldest to newest order
1246                 for (i--;i >= 0;i--)
1247                 {
1248                         s.cmd = cl.movecmd[i];
1249                         if (i < CL_MAX_USERCMDS - 1)
1250                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1251                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1252                         //Con_Printf("%i ", s.cmd.msec);
1253                         if (s.cmd.frametime > 0.05)
1254                         {
1255                                 s.cmd.frametime /= 2;
1256                                 CL_ClientMovement_PlayerMove(&s);
1257                         }
1258                         CL_ClientMovement_PlayerMove(&s);
1259                         cl.movecmd[i].canjump = s.cmd.canjump;
1260                 }
1261                 //Con_Printf("\n");
1262         }
1263         else
1264         {
1265                 // get the first movement queue entry to know whether to crouch and such
1266                 s.cmd = cl.movecmd[0];
1267         }
1268         CL_ClientMovement_UpdateStatus(&s);
1269
1270         if (cls.demoplayback) // for bob, speedometer
1271                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1272         else
1273         {
1274                 cl.movement_replay = false;
1275                 // update the interpolation target position and velocity
1276                 VectorCopy(s.origin, cl.movement_origin);
1277                 VectorCopy(s.velocity, cl.movement_velocity);
1278         }
1279
1280         // update the onground flag if appropriate
1281         if (cl.movement_predicted)
1282         {
1283                 // when predicted we simply set the flag according to the UpdateStatus
1284                 cl.onground = s.onground;
1285         }
1286         else
1287         {
1288                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1289                 // an update packet is received, but can be forced on here to hide
1290                 // server inconsistencies in the onground flag
1291                 // (which mostly occur when stepping up stairs at very high framerates
1292                 //  where after the step up the move continues forward and not
1293                 //  downward so the ground is not detected)
1294                 //
1295                 // such onground inconsistencies can cause jittery gun bobbing and
1296                 // stair smoothing, so we set onground if UpdateStatus says so
1297                 if (s.onground)
1298                         cl.onground = true;
1299         }
1300
1301         // react to onground state changes (for gun bob)
1302         if (cl.onground)
1303         {
1304                 if (!cl.oldonground)
1305                         cl.hitgroundtime = cl.movecmd[0].time;
1306                 cl.lastongroundtime = cl.movecmd[0].time;
1307         }
1308         cl.oldonground = cl.onground;
1309 }
1310
1311 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1312 {
1313         int bits;
1314
1315         bits = 0;
1316         if (to->viewangles[0] != from->viewangles[0])
1317                 bits |= QW_CM_ANGLE1;
1318         if (to->viewangles[1] != from->viewangles[1])
1319                 bits |= QW_CM_ANGLE2;
1320         if (to->viewangles[2] != from->viewangles[2])
1321                 bits |= QW_CM_ANGLE3;
1322         if (to->forwardmove != from->forwardmove)
1323                 bits |= QW_CM_FORWARD;
1324         if (to->sidemove != from->sidemove)
1325                 bits |= QW_CM_SIDE;
1326         if (to->upmove != from->upmove)
1327                 bits |= QW_CM_UP;
1328         if (to->buttons != from->buttons)
1329                 bits |= QW_CM_BUTTONS;
1330         if (to->impulse != from->impulse)
1331                 bits |= QW_CM_IMPULSE;
1332
1333         MSG_WriteByte(buf, bits);
1334         if (bits & QW_CM_ANGLE1)
1335                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1336         if (bits & QW_CM_ANGLE2)
1337                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1338         if (bits & QW_CM_ANGLE3)
1339                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1340         if (bits & QW_CM_FORWARD)
1341                 MSG_WriteShort(buf, (short) to->forwardmove);
1342         if (bits & QW_CM_SIDE)
1343                 MSG_WriteShort(buf, (short) to->sidemove);
1344         if (bits & QW_CM_UP)
1345                 MSG_WriteShort(buf, (short) to->upmove);
1346         if (bits & QW_CM_BUTTONS)
1347                 MSG_WriteByte(buf, to->buttons);
1348         if (bits & QW_CM_IMPULSE)
1349                 MSG_WriteByte(buf, to->impulse);
1350         MSG_WriteByte(buf, to->msec);
1351 }
1352
1353 /*
1354 ==============
1355 CL_SendMove
1356 ==============
1357 */
1358 usercmd_t nullcmd; // for delta compression of qw moves
1359 void CL_SendMove(void)
1360 {
1361         int i, j, packetloss;
1362         int checksumindex;
1363         int bits;
1364         int maxusercmds;
1365         usercmd_t *cmd;
1366         sizebuf_t buf;
1367         unsigned char data[1024];
1368         double packettime;
1369         int msecdelta;
1370
1371         // if playing a demo, do nothing
1372         if (!cls.netcon)
1373                 return;
1374
1375         // we build up cl.movecmd[0] and then decide whether to send or not
1376         // the prediction code will use this command even though it has not been
1377         // sent yet
1378         cl.cmd.time = cl.time;
1379         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1380
1381         // set button bits
1382         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1383         bits = 0;
1384         if (in_attack.state   & 3) bits |=   1;
1385         if (in_jump.state     & 3) bits |=   2;
1386         if (in_button3.state  & 3) bits |=   4;
1387         if (in_button4.state  & 3) bits |=   8;
1388         if (in_button5.state  & 3) bits |=  16;
1389         if (in_button6.state  & 3) bits |=  32;
1390         if (in_button7.state  & 3) bits |=  64;
1391         if (in_button8.state  & 3) bits |= 128;
1392         if (in_use.state      & 3) bits |= 256;
1393         if (key_dest != key_game || key_consoleactive) bits |= 512;
1394         if (cl_prydoncursor.integer) bits |= 1024;
1395         if (in_button9.state  & 3)  bits |=   2048;
1396         if (in_button10.state  & 3) bits |=   4096;
1397         if (in_button11.state  & 3) bits |=   8192;
1398         if (in_button12.state  & 3) bits |=  16384;
1399         if (in_button13.state  & 3) bits |=  32768;
1400         if (in_button14.state  & 3) bits |=  65536;
1401         if (in_button15.state  & 3) bits |= 131072;
1402         if (in_button16.state  & 3) bits |= 262144;
1403         // button bits 19-31 unused currently
1404         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1405         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1406         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1407         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1408         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1409
1410         // set buttons and impulse
1411         cl.cmd.buttons = bits;
1412         cl.cmd.impulse = in_impulse;
1413
1414         // set viewangles
1415         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1416
1417         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1418         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1419         // ridiculous value rejection (matches qw)
1420         if (cl.cmd.msec > 250)
1421                 cl.cmd.msec = 100;
1422         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1423
1424         cl.cmd.predicted = cl_movement.integer;
1425
1426         // movement is set by input code (forwardmove/sidemove/upmove)
1427         // always dump the first two moves, because they may contain leftover inputs from the last level
1428         if (cl.cmd.sequence <= 2)
1429                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1430
1431         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1432         cl.cmd.crouch = 0;
1433         switch (cls.protocol)
1434         {
1435         case PROTOCOL_QUAKEWORLD:
1436         case PROTOCOL_QUAKE:
1437         case PROTOCOL_QUAKEDP:
1438         case PROTOCOL_NEHAHRAMOVIE:
1439         case PROTOCOL_NEHAHRABJP:
1440         case PROTOCOL_NEHAHRABJP2:
1441         case PROTOCOL_NEHAHRABJP3:
1442         case PROTOCOL_DARKPLACES1:
1443         case PROTOCOL_DARKPLACES2:
1444         case PROTOCOL_DARKPLACES3:
1445         case PROTOCOL_DARKPLACES4:
1446         case PROTOCOL_DARKPLACES5:
1447                 break;
1448         case PROTOCOL_DARKPLACES6:
1449         case PROTOCOL_DARKPLACES7:
1450                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1451                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1452                 break;
1453         case PROTOCOL_UNKNOWN:
1454                 break;
1455         }
1456
1457         cl.movecmd[0] = cl.cmd;
1458
1459         // don't predict more than 200fps
1460         if (realtime >= cl.lastpackettime + 0.005)
1461                 cl.movement_replay = true; // redo the prediction
1462
1463         // now decide whether to actually send this move
1464         // (otherwise it is only for prediction)
1465
1466         // don't send too often or else network connections can get clogged by a
1467         // high renderer framerate
1468         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1469         // send input every frame in singleplayer
1470         if (cl.islocalgame)
1471                 packettime = 0;
1472         // always send if buttons changed or an impulse is pending
1473         // even if it violates the rate limit!
1474         if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1475         {
1476                 // don't choke the connection with packets (obey rate limit)
1477                 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1478                         return;
1479                 // don't send too often (cl_netfps)
1480                 if (realtime < cl.lastpackettime + packettime)
1481                         return;
1482         }
1483         // try to round off the lastpackettime to a multiple of the packet interval
1484         // (this causes it to emit packets at a steady beat)
1485         if (packettime > 0)
1486                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1487         else
1488                 cl.lastpackettime = realtime;
1489
1490         buf.maxsize = sizeof(data);
1491         buf.cursize = 0;
1492         buf.data = data;
1493
1494         // send the movement message
1495         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1496         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1497         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1498         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1499         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1500         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1501         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1502         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1503         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1504         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1505         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1506
1507         // set prydon cursor info
1508         CL_UpdatePrydonCursor();
1509
1510         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1511         {
1512                 switch (cls.protocol)
1513                 {
1514                 case PROTOCOL_QUAKEWORLD:
1515                         MSG_WriteByte(&buf, qw_clc_move);
1516                         // save the position for a checksum byte
1517                         checksumindex = buf.cursize;
1518                         MSG_WriteByte(&buf, 0);
1519                         // packet loss percentage
1520                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1521                                 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1522                                         packetloss++;
1523                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1524                         MSG_WriteByte(&buf, packetloss);
1525                         // write most recent 3 moves
1526                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1527                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1528                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1529                         // calculate the checksum
1530                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1531                         // if delta compression history overflows, request no delta
1532                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1533                                 cl.qw_validsequence = 0;
1534                         // request delta compression if appropriate
1535                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1536                         {
1537                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1538                                 MSG_WriteByte(&buf, qw_clc_delta);
1539                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1540                         }
1541                         else
1542                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1543                         break;
1544                 case PROTOCOL_QUAKE:
1545                 case PROTOCOL_QUAKEDP:
1546                 case PROTOCOL_NEHAHRAMOVIE:
1547                 case PROTOCOL_NEHAHRABJP:
1548                 case PROTOCOL_NEHAHRABJP2:
1549                 case PROTOCOL_NEHAHRABJP3:
1550                         // 5 bytes
1551                         MSG_WriteByte (&buf, clc_move);
1552                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1553                         // 3 bytes
1554                         for (i = 0;i < 3;i++)
1555                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1556                         // 6 bytes
1557                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1558                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1559                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1560                         // 2 bytes
1561                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1562                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1563                         break;
1564                 case PROTOCOL_DARKPLACES2:
1565                 case PROTOCOL_DARKPLACES3:
1566                         // 5 bytes
1567                         MSG_WriteByte (&buf, clc_move);
1568                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1569                         // 12 bytes
1570                         for (i = 0;i < 3;i++)
1571                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1572                         // 6 bytes
1573                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1574                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1575                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1576                         // 2 bytes
1577                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1578                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1579                         break;
1580                 case PROTOCOL_DARKPLACES1:
1581                 case PROTOCOL_DARKPLACES4:
1582                 case PROTOCOL_DARKPLACES5:
1583                         // 5 bytes
1584                         MSG_WriteByte (&buf, clc_move);
1585                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1586                         // 6 bytes
1587                         for (i = 0;i < 3;i++)
1588                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1589                         // 6 bytes
1590                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1591                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1592                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1593                         // 2 bytes
1594                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1595                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1596                 case PROTOCOL_DARKPLACES6:
1597                 case PROTOCOL_DARKPLACES7:
1598                         // set the maxusercmds variable to limit how many should be sent
1599                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1600                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1601                         if (!cl.cmd.predicted)
1602                                 maxusercmds = 1;
1603
1604                         // send the latest moves in order, the old ones will be
1605                         // ignored by the server harmlessly, however if the previous
1606                         // packets were lost these moves will be used
1607                         //
1608                         // this reduces packet loss impact on gameplay.
1609                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1610                         {
1611                                 // don't repeat any stale moves
1612                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1613                                         continue;
1614                                 // 5/9 bytes
1615                                 MSG_WriteByte (&buf, clc_move);
1616                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1617                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1618                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1619                                 // 6 bytes
1620                                 for (i = 0;i < 3;i++)
1621                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1622                                 // 6 bytes
1623                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1624                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1625                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1626                                 // 5 bytes
1627                                 MSG_WriteLong (&buf, cmd->buttons);
1628                                 MSG_WriteByte (&buf, cmd->impulse);
1629                                 // PRYDON_CLIENTCURSOR
1630                                 // 30 bytes
1631                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1632                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1633                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1634                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1635                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1636                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1637                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1638                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1639                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1640                         }
1641                         break;
1642                 case PROTOCOL_UNKNOWN:
1643                         break;
1644                 }
1645         }
1646
1647         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1648         {
1649                 // ack the last few frame numbers
1650                 // (redundent to improve handling of client->server packet loss)
1651                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1652                 for (i = 0;i < LATESTFRAMENUMS;i++)
1653                 {
1654                         if (cl.latestframenums[i] > 0)
1655                         {
1656                                 if (developer_networkentities.integer >= 10)
1657                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1658                                 MSG_WriteByte(&buf, clc_ackframe);
1659                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1660                         }
1661                 }
1662         }
1663
1664         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1665         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1666
1667         // acknowledge any recently received data blocks
1668         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1669         {
1670                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1671                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1672                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1673                 cls.dp_downloadack[i].start = 0;
1674                 cls.dp_downloadack[i].size = 0;
1675         }
1676
1677         // send the reliable message (forwarded commands) if there is one
1678         if (buf.cursize || cls.netcon->message.cursize)
1679                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1680
1681         // update the cl.movecmd array which holds the most recent moves,
1682         // because we now need a new slot for the next input
1683         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1684                 cl.movecmd[i] = cl.movecmd[i-1];
1685         cl.movecmd[0].msec = 0;
1686         cl.movecmd[0].frametime = 0;
1687
1688         // clear button 'click' states
1689         in_attack.state  &= ~2;
1690         in_jump.state    &= ~2;
1691         in_button3.state &= ~2;
1692         in_button4.state &= ~2;
1693         in_button5.state &= ~2;
1694         in_button6.state &= ~2;
1695         in_button7.state &= ~2;
1696         in_button8.state &= ~2;
1697         in_use.state     &= ~2;
1698         in_button9.state  &= ~2;
1699         in_button10.state &= ~2;
1700         in_button11.state &= ~2;
1701         in_button12.state &= ~2;
1702         in_button13.state &= ~2;
1703         in_button14.state &= ~2;
1704         in_button15.state &= ~2;
1705         in_button16.state &= ~2;
1706         // clear impulse
1707         in_impulse = 0;
1708
1709         if (cls.netcon->message.overflowed)
1710         {
1711                 Con_Print("CL_SendMove: lost server connection\n");
1712                 CL_Disconnect();
1713                 Host_ShutdownServer();
1714         }
1715 }
1716
1717 /*
1718 ============
1719 CL_InitInput
1720 ============
1721 */
1722 void CL_InitInput (void)
1723 {
1724         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1725         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1726         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1727         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1728         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1729         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1730         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1731         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1732         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1733         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1734         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1735         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1736         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1737         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1738         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1739         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1740         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1741         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1742         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1743         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1744         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1745         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1746         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1747         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1748         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1749         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1750         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1751         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1752         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1753         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1754         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1755         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1756         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1757
1758         // LordHavoc: added use button
1759         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1760         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1761
1762         // LordHavoc: added 6 new buttons
1763         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1764         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1765         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1766         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1767         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1768         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1769         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1770         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1771         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1772         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1773         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1774         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1775         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1776         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1777         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1778         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1779         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1780         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1781         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1782         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1783         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1784         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1785         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1786         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1787         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1788         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1789         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1790         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1791
1792         // LordHavoc: added bestweapon command
1793         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)");
1794         Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
1795         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1796
1797         Cvar_RegisterVariable(&cl_movement);
1798         Cvar_RegisterVariable(&cl_movement_minping);
1799         Cvar_RegisterVariable(&cl_movement_track_canjump);
1800         Cvar_RegisterVariable(&cl_movement_maxspeed);
1801         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1802         Cvar_RegisterVariable(&cl_movement_stopspeed);
1803         Cvar_RegisterVariable(&cl_movement_friction);
1804         Cvar_RegisterVariable(&cl_movement_wallfriction);
1805         Cvar_RegisterVariable(&cl_movement_waterfriction);
1806         Cvar_RegisterVariable(&cl_movement_edgefriction);
1807         Cvar_RegisterVariable(&cl_movement_stepheight);
1808         Cvar_RegisterVariable(&cl_movement_accelerate);
1809         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1810         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1811         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1812         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1813         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1814
1815         Cvar_RegisterVariable(&in_pitch_min);
1816         Cvar_RegisterVariable(&in_pitch_max);
1817         Cvar_RegisterVariable(&m_filter);
1818
1819         Cvar_RegisterVariable(&cl_netfps);
1820         Cvar_RegisterVariable(&cl_netrepeatinput);
1821         Cvar_RegisterVariable(&cl_netimmediatebuttons);
1822
1823         Cvar_RegisterVariable(&cl_nodelta);
1824 }
1825