shithub: qk1

ref: 737261dbcd07d9dccd1fa76b3ef43c225dad4278
dir: /sv_user.c/

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#include "quakedef.h"

#define	ON_EPSILON		0.1			// point on plane side epsilon

edict_t	*sv_player;

extern	cvar_t	sv_friction;
cvar_t	sv_edgefriction = {"edgefriction", "2"};
extern	cvar_t	sv_stopspeed;

static	vec3_t		forward, right, up;

static vec3_t wishdir;
static float wishspeed;

// world
float	*angles;
float	*origin;
float	*velocity;

bool	onground;

usercmd_t	cmd;

cvar_t	sv_idealpitchscale = {"sv_idealpitchscale","0.8"};


/*
===============
SV_SetIdealPitch
===============
*/
#define	MAX_FORWARD	6
void SV_SetIdealPitch (void)
{
	float	angleval, sinval, cosval;
	trace_t	tr;
	vec3_t	top, bottom;
	float	z[MAX_FORWARD];
	int		i, j;
	int		step, dir, steps;

	if (!((int)sv_player->v.flags & FL_ONGROUND))
		return;

	angleval = sv_player->v.angles[YAW] * M_PI*2 / 360;
	sinval = sin(angleval);
	cosval = cos(angleval);

	for (i=0 ; i<MAX_FORWARD ; i++)
	{
		top[0] = sv_player->v.origin[0] + cosval*(i+3)*12;
		top[1] = sv_player->v.origin[1] + sinval*(i+3)*12;
		top[2] = sv_player->v.origin[2] + sv_player->v.view_ofs[2];

		bottom[0] = top[0];
		bottom[1] = top[1];
		bottom[2] = top[2] - 160;

		tr = SV_Move (top, vec3_origin, vec3_origin, bottom, 1, sv_player);
		if (tr.allsolid)
			return;	// looking at a wall, leave ideal the way is was

		if (tr.fraction == 1)
			return;	// near a dropoff

		z[i] = top[2] + tr.fraction*(bottom[2]-top[2]);
	}

	dir = 0;
	steps = 0;
	for (j=1 ; j<i ; j++)
	{
		step = z[j] - z[j-1];
		if (step > -ON_EPSILON && step < ON_EPSILON)
			continue;

		if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) )
			return;		// mixed changes

		steps++;
		dir = step;
	}

	if (!dir)
	{
		sv_player->v.idealpitch = 0;
		return;
	}

	if (steps < 2)
		return;
	sv_player->v.idealpitch = -dir * sv_idealpitchscale.value;
}


/*
==================
SV_UserFriction

==================
*/
void SV_UserFriction (void)
{
	float	*vel;
	float	speed, newspeed, control;
	vec3_t	start, stop;
	float	friction;
	trace_t	trace;

	vel = velocity;

	speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
	if (!speed)
		return;

	// if the leading edge is over a dropoff, increase friction
	start[0] = stop[0] = origin[0] + vel[0]/speed*16;
	start[1] = stop[1] = origin[1] + vel[1]/speed*16;
	start[2] = origin[2] + sv_player->v.mins[2];
	stop[2] = start[2] - 34;

	trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, sv_player);

	if (trace.fraction == 1.0)
		friction = sv_friction.value*sv_edgefriction.value;
	else
		friction = sv_friction.value;

	// apply friction
	control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
	newspeed = speed - host_frametime*control*friction;

	if (newspeed < 0)
		newspeed = 0;
	newspeed /= speed;

	vel[0] = vel[0] * newspeed;
	vel[1] = vel[1] * newspeed;
	vel[2] = vel[2] * newspeed;
}

/*
==============
SV_Accelerate
==============
*/
cvar_t	sv_maxspeed = {"sv_maxspeed", "320", false, true};
cvar_t	sv_accelerate = {"sv_accelerate", "10"};
void SV_Accelerate (void)
{
	int			i;
	float		addspeed, accelspeed, currentspeed;

	currentspeed = DotProduct (velocity, wishdir);
	addspeed = wishspeed - currentspeed;
	if (addspeed <= 0)
		return;
	accelspeed = sv_accelerate.value*host_frametime*wishspeed;
	if (accelspeed > addspeed)
		accelspeed = addspeed;

	for (i=0 ; i<3 ; i++)
		velocity[i] += accelspeed*wishdir[i];
}

void SV_AirAccelerate (vec3_t wishveloc)
{
	int			i;
	float		addspeed, wishspd, accelspeed, currentspeed;

	wishspd = VectorNormalize (wishveloc);
	if (wishspd > 30)
		wishspd = 30;
	currentspeed = DotProduct (velocity, wishveloc);
	addspeed = wishspd - currentspeed;
	if (addspeed <= 0)
		return;
	accelspeed = sv_accelerate.value*wishspeed * host_frametime;
	if (accelspeed > addspeed)
		accelspeed = addspeed;

	for (i=0 ; i<3 ; i++)
		velocity[i] += accelspeed*wishveloc[i];
}


void DropPunchAngle (void)
{
	float	len;

	len = VectorNormalize (sv_player->v.punchangle);

	len -= 10*host_frametime;
	if (len < 0)
		len = 0;
	VectorScale (sv_player->v.punchangle, len, sv_player->v.punchangle);
}

/*
===================
SV_WaterMove

===================
*/
void SV_WaterMove (void)
{
	int		i;
	vec3_t	wishvel;
	float	speed, newspeed, wishspeed, addspeed, accelspeed;

	// user intentions
	AngleVectors (sv_player->v.v_angle, forward, right, up);

	for (i=0 ; i<3 ; i++)
		wishvel[i] = forward[i]*cmd.forwardmove + right[i]*cmd.sidemove;

	if (!cmd.forwardmove && !cmd.sidemove && !cmd.upmove)
		wishvel[2] -= 60;		// drift towards bottom
	else
		wishvel[2] += cmd.upmove;

	wishspeed = Length(wishvel);
	if (wishspeed > sv_maxspeed.value)
	{
		VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel);
		wishspeed = sv_maxspeed.value;
	}
	wishspeed *= 0.7;

	// water friction
	speed = Length (velocity);
	if (speed)
	{
		newspeed = speed - host_frametime * speed * sv_friction.value;
		if (newspeed < 0)
			newspeed = 0;
		VectorScale (velocity, newspeed/speed, velocity);
	}
	else
		newspeed = 0;

	// water acceleration
	if (!wishspeed)
		return;

	addspeed = wishspeed - newspeed;
	if (addspeed <= 0)
		return;

	VectorNormalize (wishvel);
	accelspeed = sv_accelerate.value * wishspeed * host_frametime;
	if (accelspeed > addspeed)
		accelspeed = addspeed;

	for (i=0 ; i<3 ; i++)
		velocity[i] += accelspeed * wishvel[i];
}

void SV_WaterJump (void)
{
	if (sv.time > sv_player->v.teleport_time
	|| !sv_player->v.waterlevel)
	{
		sv_player->v.flags = (int)sv_player->v.flags & ~FL_WATERJUMP;
		sv_player->v.teleport_time = 0;
	}
	sv_player->v.velocity[0] = sv_player->v.movedir[0];
	sv_player->v.velocity[1] = sv_player->v.movedir[1];
}


/*
===================
SV_AirMove

===================
*/
void SV_AirMove (void)
{
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;

	AngleVectors (sv_player->v.angles, forward, right, up);

	fmove = cmd.forwardmove;
	smove = cmd.sidemove;

	// hack to not let you back into teleporter
	if (sv.time < sv_player->v.teleport_time && fmove < 0)
		fmove = 0;

	for (i=0 ; i<3 ; i++)
		wishvel[i] = forward[i]*fmove + right[i]*smove;

	if ( (int)sv_player->v.movetype != MOVETYPE_WALK)
		wishvel[2] = cmd.upmove;
	else
		wishvel[2] = 0;

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);
	if (wishspeed > sv_maxspeed.value)
	{
		VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel);
		wishspeed = sv_maxspeed.value;
	}

	if ( sv_player->v.movetype == MOVETYPE_NOCLIP)
	{	// noclip
		VectorCopy (wishvel, velocity);
	}
	else if ( onground )
	{
		SV_UserFriction ();
		SV_Accelerate ();
	}
	else
	{	// not on ground, so little effect on velocity
		SV_AirAccelerate (wishvel);
	}
}

/*
===================
SV_ClientThink

the move fields specify an intended velocity in pix/sec
the angle fields specify an exact angular motion in degrees
===================
*/
void SV_ClientThink (void)
{
	vec3_t		v_angle;

	if (sv_player->v.movetype == MOVETYPE_NONE)
		return;

	onground = (int)sv_player->v.flags & FL_ONGROUND;

	origin = sv_player->v.origin;
	velocity = sv_player->v.velocity;

	DropPunchAngle ();

	// if dead, behave differently
	if (sv_player->v.health <= 0)
		return;

	// angles
	// show 1/3 the pitch angle and all the roll angle
	cmd = host_client->cmd;
	angles = sv_player->v.angles;

	VectorAdd (sv_player->v.v_angle, sv_player->v.punchangle, v_angle);
	angles[ROLL] = V_CalcRoll (sv_player->v.angles, sv_player->v.velocity)*4;
	if (!sv_player->v.fixangle)
	{
		angles[PITCH] = -v_angle[PITCH]/3;
		angles[YAW] = v_angle[YAW];
	}

	if ( (int)sv_player->v.flags & FL_WATERJUMP )
	{
		SV_WaterJump ();
		return;
	}

	// walk
	if ( (sv_player->v.waterlevel >= 2)
	&& (sv_player->v.movetype != MOVETYPE_NOCLIP) )
	{
		SV_WaterMove ();
		return;
	}

	SV_AirMove ();
}


/*
===================
SV_ReadClientMove
===================
*/
void SV_ReadClientMove (usercmd_t *move)
{
	int		i;
	vec3_t	angle;
	int		bits;

	// read ping time
	host_client->ping_times[host_client->num_pings%NUM_PING_TIMES]
		= sv.time - MSG_ReadFloat ();
	host_client->num_pings++;

	// read current angles
	for (i=0 ; i<3 ; i++)
		angle[i] = sv.protocol->MSG_ReadAngle ();

	VectorCopy (angle, host_client->edict->v.v_angle);

	// read movement
	move->forwardmove = MSG_ReadShort ();
	move->sidemove = MSG_ReadShort ();
	move->upmove = MSG_ReadShort ();

	// read buttons
	bits = MSG_ReadByte ();
	host_client->edict->v.button0 = bits & 1;
	host_client->edict->v.button2 = (bits & 2)>>1;

	i = MSG_ReadByte ();
	if (i)
		host_client->edict->v.impulse = i;
}

/*
===================
SV_ReadClientMessage

Returns false if the client should be killed
===================
*/
bool SV_ReadClientMessage (void)
{
	int ret, i, cmd;
	client_t *tmp;
	char *s;
	static const char *ret1[] = {
		"\03ban",
		"\03fly",
		"\03god",
		"\03say",
		"\04give",
		"\04kick",
		"\04kill",
		"\04name",
		"\04ping",
		"\04tell",
		"\05begin",
		"\05color",
		"\05pause",
		"\05spawn",
		"\06noclip",
		"\06status",
		"\010notarget",
		"\010prespawn",
		"\010say_team",
	};
	static const char *nooverride[] = {
		"\05begin",
		"\05spawn",
		"\010prespawn",
	};

	do
	{
nextmsg:
		ret = NET_GetMessage (host_client->netconnection);
		if (ret == -1)
		{
			Con_DPrintf("SV_ReadClientMessage: NET_GetMessage failed\n");
			return false;
		}
		if (!ret)
			return true;

		MSG_BeginReading ();

		while (1)
		{
			if (!host_client->active)
				return false;	// a command caused an error

			if (msg_badread)
			{
				Con_DPrintf("SV_ReadClientMessage: badread\n");
				return false;
			}

			cmd = MSG_ReadChar ();

			switch (cmd)
			{
			case -1:
				goto nextmsg;		// end of message

			default:
				Con_DPrintf("SV_ReadClientMessage: unknown command char\n");
				return false;

			case clc_nop:
				break;

			case clc_stringcmd:
				s = MSG_ReadString();
				if(sv.pr->parse_cl_command.func != nil){
					for(i = 0; i < nelem(nooverride); i++){
						if(cistrncmp(nooverride[i]+1, s, nooverride[i][0]) == 0)
							break;
					}
					if(i >= nelem(nooverride)){
						tmp = host_client;
						G_INT(sv.pr, OFS_PARM0) = PR_SetStr(sv.pr, s);
						sv.pr->global_struct->self = EDICT_TO_PROG(sv.pr, tmp->edict);
						sv.pr->global_struct->time = sv.time;
						sv.pr->parse_cl_command.in_callback = true;
						PR_ExecuteProgram(sv.pr, sv.pr->parse_cl_command.func - sv.pr->functions);
						sv.pr->parse_cl_command.in_callback = false;
						break;
					}
				}
				ret = 0;
				for(i = 0; i < nelem(ret1); i++){
					if(cistrncmp(ret1[i]+1, s, ret1[i][0]) == 0){
						ret = 1;
						break;
					}
				}
				if(ret == 2)
					Cbuf_InsertText(s);
				else if(ret == 1)
					Cmd_ExecuteString(s, src_client);
				else
					Con_DPrintf("%s tried to %s\n", host_client->name, s);
				break;

			case clc_disconnect:
				return false;

			case clc_move:
				SV_ReadClientMove (&host_client->cmd);
				break;
			}
		}
	} while (ret == 1);

	return true;
}


/*
==================
SV_RunClients
==================
*/
void SV_RunClients (void)
{
	int				i;

	for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
	{
		if (!host_client->active)
			continue;

		sv_player = host_client->edict;

		if (!SV_ReadClientMessage ())
		{
			SV_DropClient (false);	// client misbehaved...
			continue;
		}

		if (!host_client->spawned)
		{
		// clear client movement until a new packet is received
			memset(&host_client->cmd, 0, sizeof host_client->cmd);
			continue;
		}

		// always pause in single player if in console or menus
		if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
			SV_ClientThink ();
	}
}