cvar_t sv_maxspeed = {CVAR_NOTIFY, "sv_maxspeed", "320"};
cvar_t sv_accelerate = {0, "sv_accelerate", "10"};
-static vec3_t forward, right, up;
-
-vec3_t wishdir;
-float wishspeed;
-
-// world
-float *angles;
-float *origin;
-float *velocity;
-
-qboolean onground;
-
-usercmd_t cmd;
+static usercmd_t cmd;
/*
tr = SV_Move (top, vec3_origin, vec3_origin, bottom, MOVE_NOMONSTERS, sv_player);
// if looking at a wall, leave ideal the way is was
- if (tr.allsolid)
+ if (tr.startsolid)
return;
// near a dropoff
sv_player->v->idealpitch = -dir * sv_idealpitchscale.value;
}
+#if 1
+static vec3_t wishdir, forward, right, up;
+static float wishspeed;
+
+static qboolean onground;
/*
==================
*/
void SV_UserFriction (void)
{
- float *vel, speed, newspeed, control, friction;
+ float speed, newspeed, control, friction;
vec3_t start, stop;
trace_t trace;
- vel = velocity;
-
- speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
+ speed = sqrt(sv_player->v->velocity[0]*sv_player->v->velocity[0]+sv_player->v->velocity[1]*sv_player->v->velocity[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];
+ start[0] = stop[0] = sv_player->v->origin[0] + sv_player->v->velocity[0]/speed*16;
+ start[1] = stop[1] = sv_player->v->origin[1] + sv_player->v->velocity[1]/speed*16;
+ start[2] = sv_player->v->origin[2] + sv_player->v->mins[2];
stop[2] = start[2] - 34;
trace = SV_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, sv_player);
else
newspeed /= speed;
- vel[0] = vel[0] * newspeed;
- vel[1] = vel[1] * newspeed;
- vel[2] = vel[2] * newspeed;
+ VectorScale(sv_player->v->velocity, newspeed, sv_player->v->velocity);
}
/*
int i;
float addspeed, accelspeed, currentspeed;
- currentspeed = DotProduct (velocity, wishdir);
+ currentspeed = DotProduct (sv_player->v->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0)
return;
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed*wishdir[i];
+ sv_player->v->velocity[i] += accelspeed*wishdir[i];
}
void SV_AirAccelerate (vec3_t wishveloc)
wishspd = VectorNormalizeLength (wishveloc);
if (wishspd > 30)
wishspd = 30;
- currentspeed = DotProduct (velocity, wishveloc);
+ currentspeed = DotProduct (sv_player->v->velocity, wishveloc);
addspeed = wishspd - currentspeed;
if (addspeed <= 0)
return;
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed*wishveloc[i];
+ sv_player->v->velocity[i] += accelspeed*wishveloc[i];
}
AngleVectors (sv_player->v->v_angle, forward, right, up);
for (i = 0; i < 3; i++)
- velocity[i] = forward[i] * cmd.forwardmove + right[i] * cmd.sidemove;
+ sv_player->v->velocity[i] = forward[i] * cmd.forwardmove + right[i] * cmd.sidemove;
- velocity[2] += cmd.upmove;
+ sv_player->v->velocity[2] += cmd.upmove;
- wishspeed = VectorLength (velocity);
+ wishspeed = VectorLength(sv_player->v->velocity);
if (wishspeed > sv_maxspeed.value)
- {
- VectorScale (velocity, sv_maxspeed.value / wishspeed, velocity);
- wishspeed = sv_maxspeed.value;
- }
+ VectorScale(sv_player->v->velocity, sv_maxspeed.value / wishspeed, sv_player->v->velocity);
}
/*
wishspeed *= 0.7;
// water friction
- speed = VectorLength (velocity);
+ speed = VectorLength(sv_player->v->velocity);
if (speed)
{
newspeed = speed - sv.frametime * speed * sv_friction.value;
if (newspeed < 0)
newspeed = 0;
temp = newspeed/speed;
- VectorScale (velocity, temp, velocity);
+ VectorScale(sv_player->v->velocity, temp, sv_player->v->velocity);
}
else
newspeed = 0;
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed * wishvel[i];
+ sv_player->v->velocity[i] += accelspeed * wishvel[i];
}
void SV_WaterJump (void)
if (sv_player->v->movetype == MOVETYPE_NOCLIP)
{
// noclip
- VectorCopy (wishvel, velocity);
+ VectorCopy (wishvel, sv_player->v->velocity);
}
else if ( onground )
{
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;
+ // angles
+ // show 1/3 the pitch angle and all the roll angle
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;
+ sv_player->v->angles[ROLL] = V_CalcRoll (sv_player->v->angles, sv_player->v->velocity)*4;
if (!sv_player->v->fixangle)
{
- // LordHavoc: pitch was ugly to begin with... removed except in water
- if (sv_player->v->waterlevel >= 2)
- angles[PITCH] = -v_angle[PITCH]/3;
- else
- angles[PITCH] = 0;
- angles[YAW] = v_angle[YAW];
+ sv_player->v->angles[PITCH] = -v_angle[PITCH]/3;
+ sv_player->v->angles[YAW] = v_angle[YAW];
}
if ( (int)sv_player->v->flags & FL_WATERJUMP )
return;
}
+ /*
// Player is (somehow) outside of the map, or flying, or noclipping
- if (SV_TestEntityPosition (sv_player)
- || sv_player->v->movetype == MOVETYPE_FLY
- || sv_player->v->movetype == MOVETYPE_NOCLIP)
+ if (sv_player->v->movetype != MOVETYPE_NOCLIP && (sv_player->v->movetype == MOVETYPE_FLY || SV_TestEntityPosition (sv_player)))
+ //if (sv_player->v->movetype == MOVETYPE_NOCLIP || sv_player->v->movetype == MOVETYPE_FLY || SV_TestEntityPosition (sv_player))
{
SV_FreeMove ();
return;
}
+ */
// walk
if ((sv_player->v->waterlevel >= 2) && (sv_player->v->movetype != MOVETYPE_NOCLIP))
SV_AirMove ();
}
+#else
+
+extern cvar_t cl_rollspeed;
+extern cvar_t cl_rollangle;
+void SV_ClientThink(void)
+{
+ int j;
+ vec3_t wishvel, wishdir, v, v_forward, v_right, v_up, start, stop;
+ float wishspeed, f, limit;
+ trace_t trace;
+
+ if (sv_player->v->movetype == MOVETYPE_NONE)
+ return;
+
+ f = DotProduct(sv_player->v->punchangle, sv_player->v->punchangle);
+ if (f)
+ {
+ limit = sqrt(f);
+ f = (limit - 10 * sv.frametime);
+ f /= limit;
+ f = max(0, f);
+ VectorScale(sv_player->v->punchangle, f, sv_player->v->punchangle);
+ }
+
+ // if dead, behave differently
+ if (sv_player->v->health <= 0)
+ return;
+
+ AngleVectors(sv_player->v->v_angle, v_forward, v_right, v_up);
+ // show 1/3 the pitch angle and all the roll angle
+ f = DotProduct(sv_player->v->velocity, v_right) * (1.0 / cl_rollspeed.value);
+ sv_player->v->angles[2] = bound(-1, f, 1) * cl_rollangle.value * 4;
+ if (!sv_player->v->fixangle)
+ {
+ sv_player->v->angles[0] = (sv_player->v->v_angle[0] + sv_player->v->punchangle[0]) * -0.333;
+ sv_player->v->angles[1] = sv_player->v->v_angle[1] + sv_player->v->punchangle[1];
+ }
+
+ if ((int)sv_player->v->flags & FL_WATERJUMP)
+ {
+ sv_player->v->velocity[0] = sv_player->v->movedir[0];
+ sv_player->v->velocity[1] = sv_player->v->movedir[1];
+ if (sv.time > sv_player->v->teleport_time || sv_player->v->waterlevel == 0)
+ {
+ sv_player->v->flags = (int)sv_player->v->flags - ((int)sv_player->v->flags & FL_WATERJUMP);
+ sv_player->v->teleport_time = 0;
+ }
+ return;
+ }
+
+ // swim
+ if (sv_player->v->waterlevel >= 2)
+ if (sv_player->v->movetype != MOVETYPE_NOCLIP)
+ {
+ if (host_client->cmd.forwardmove == 0 && host_client->cmd.sidemove == 0 && host_client->cmd.upmove == 0)
+ {
+ // drift towards bottom
+ wishvel[0] = 0;
+ wishvel[1] = 0;
+ wishvel[2] = -60;
+ }
+ else
+ {
+ for (j = 0;j < 3;j++)
+ wishvel[j] = v_forward[j] * host_client->cmd.forwardmove + v_right[j] * host_client->cmd.sidemove;
+ wishvel[2] += host_client->cmd.upmove;
+ }
+
+ wishspeed = VectorLength(wishvel);
+ wishspeed = min(wishspeed, sv_maxspeed.value) * 0.7;
+
+ // water friction
+ f = VectorLength(sv_player->v->velocity) * (1 - sv.frametime * sv_friction.value);
+ if (f > 0)
+ f /= VectorLength(sv_player->v->velocity);
+ else
+ f = 0;
+ VectorScale(sv_player->v->velocity, f, sv_player->v->velocity);
+
+ // water acceleration
+ if (wishspeed <= f)
+ return;
+
+ f = wishspeed - f;
+ limit = sv_accelerate.value * wishspeed * sv.frametime;
+ if (f > limit)
+ f = limit;
+ limit = VectorLength(wishvel);
+ if (limit)
+ f /= limit;
+ VectorMA(sv_player->v->velocity, f, wishvel, sv_player->v->velocity);
+ return;
+ }
+
+ // if not flying, move horizontally only
+ if (sv_player->v->movetype != MOVETYPE_FLY)
+ {
+ VectorClear(wishvel);
+ wishvel[1] = sv_player->v->v_angle[1];
+ AngleVectors(wishvel, v_forward, v_right, v_up);
+ }
+
+ // hack to not let you back into teleporter
+ VectorScale(v_right, host_client->cmd.sidemove, wishvel);
+ if (sv.time >= sv_player->v->teleport_time || host_client->cmd.forwardmove > 0)
+ VectorMA(wishvel, host_client->cmd.forwardmove, v_forward, wishvel);
+ if (sv_player->v->movetype != MOVETYPE_WALK)
+ wishvel[2] += cmd.upmove;
+
+ VectorCopy(wishvel, wishdir);
+ VectorNormalize(wishdir);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed > sv_maxspeed.value)
+ wishspeed = sv_maxspeed.value;
+
+ if (sv_player->v->movetype == MOVETYPE_NOCLIP || sv_player->v->movetype == MOVETYPE_FLY)
+ {
+ VectorScale(wishdir, wishspeed, sv_player->v->velocity);
+ return;
+ }
+
+ if ((int)sv_player->v->flags & FL_ONGROUND) // walking
+ {
+ // friction
+ f = sv_player->v->velocity[0] * sv_player->v->velocity[0] + sv_player->v->velocity[1] * sv_player->v->velocity[1];
+ if (f)
+ {
+ f = sqrt(f);
+ VectorCopy(sv_player->v->velocity, v);
+ v[2] = 0;
+
+ // if the leading edge is over a dropoff, increase friction
+ limit = 16.0f / f;
+ VectorMA(sv_player->v->origin, limit, v, v);
+ v[2] += sv_player->v->mins[2];
+
+ VectorCopy(v, start);
+ VectorCopy(v, stop);
+ stop[2] -= 34;
+ trace = SV_Move(start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, sv_player);
+
+ // apply friction
+ if (f < sv_stopspeed.value)
+ f = sv_stopspeed.value / f;
+ else
+ f = 1;
+ if (trace.fraction == 1)
+ f *= sv_edgefriction.value;
+ f = 1 - sv.frametime * f * sv_friction.value;
+
+ if (f < 0)
+ f = 0;
+ VectorScale(sv_player->v->velocity, f, sv_player->v->velocity);
+ }
+ }
+ else // airborn
+ wishspeed = min(wishspeed, 30);
+
+ // ground or air acceleration
+ f = wishspeed - DotProduct(sv_player->v->velocity, wishdir);
+ if (f > 0)
+ {
+ limit = sv_accelerate.value * sv.frametime * wishspeed;
+ if (f > limit)
+ f = limit;
+ VectorMA(sv_player->v->velocity, f, wishdir, sv_player->v->velocity);
+ }
+}
+#endif
/*
===================
float total;
// read ping time
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = sv.time - MSG_ReadFloat ();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
host_client->num_pings++;
for (i=0, total = 0;i < NUM_PING_TIMES;i++)
total += host_client->ping_times[i];
val->_float = host_client->ping * 1000.0;
// read current angles
- // dpprotocol version 2
for (i = 0;i < 3;i++)
- angle[i] = MSG_ReadFloat ();
+ {
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
+ if (sv.protocol == PROTOCOL_QUAKE)
+ angle[i] = MSG_ReadAngle8i();
+ else if (sv.protocol == PROTOCOL_DARKPLACES2 || sv.protocol == PROTOCOL_DARKPLACES3)
+ angle[i] = MSG_ReadAngle32f();
+ else if (sv.protocol == PROTOCOL_DARKPLACES1 || sv.protocol == PROTOCOL_DARKPLACES4 || sv.protocol == PROTOCOL_DARKPLACES5)
+ angle[i] = MSG_ReadAngle16i();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
+ }
VectorCopy (angle, sv_player->v->v_angle);
// read movement
- move->forwardmove = MSG_ReadShort ();
- move->sidemove = MSG_ReadShort ();
- move->upmove = MSG_ReadShort ();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
+ move->forwardmove = MSG_ReadCoord16i ();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
+ move->sidemove = MSG_ReadCoord16i ();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
+ move->upmove = MSG_ReadCoord16i ();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
if ((val = GETEDICTFIELDVALUE(sv_player, eval_movement)))
{
val->vector[0] = move->forwardmove;
// read buttons
bits = MSG_ReadByte ();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
sv_player->v->button0 = bits & 1;
sv_player->v->button2 = (bits & 2)>>1;
// LordHavoc: added 6 new buttons
if ((val = GETEDICTFIELDVALUE(sv_player, eval_button8))) val->_float = ((bits >> 7) & 1);
i = MSG_ReadByte ();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
if (i)
sv_player->v->impulse = i;
}
extern void SV_SendServerinfo(client_t *client);
void SV_ReadClientMessage(void)
{
- int cmd;
+ int cmd, num;
char *s;
//MSG_BeginReading ();
if (msg_badread)
{
- Con_Printf ("SV_ReadClientMessage: badread\n");
+ Con_Print("SV_ReadClientMessage: badread\n");
SV_DropClient (false);
return;
}
switch (cmd)
{
default:
- Con_Printf ("SV_ReadClientMessage: unknown command char %i\n", cmd);
+ Con_Printf("SV_ReadClientMessage: unknown command char %i\n", cmd);
SV_DropClient (false);
return;
{
G_INT(OFS_PARM0) = PR_SetString(s);
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
- PR_ExecuteProgram ((func_t)(SV_ParseClientCommandQC - pr_functions), "");
+ PR_ExecuteProgram ((func_t)(SV_ParseClientCommandQC - pr_functions), "QC function SV_ParseClientCommand is missing");
}
else if (strncasecmp(s, "status", 6) == 0
|| strncasecmp(s, "name", 4) == 0
|| strncasecmp(s, "ping", 4) == 0
|| strncasecmp(s, "ban", 3) == 0
|| strncasecmp(s, "pmodel", 6) == 0
+ || strncasecmp(s, "rate", 4) == 0
|| (gamemode == GAME_NEHAHRA && (strncasecmp(s, "max", 3) == 0 || strncasecmp(s, "monster", 7) == 0 || strncasecmp(s, "scrag", 5) == 0 || strncasecmp(s, "gimme", 5) == 0 || strncasecmp(s, "wraith", 6) == 0))
|| (gamemode != GAME_NEHAHRA && (strncasecmp(s, "god", 3) == 0 || strncasecmp(s, "notarget", 8) == 0 || strncasecmp(s, "fly", 3) == 0 || strncasecmp(s, "give", 4) == 0 || strncasecmp(s, "noclip", 6) == 0)))
Cmd_ExecuteString (s, src_client);
break;
case clc_ackentities:
- EntityFrame_AckFrame(&host_client->entitydatabase, MSG_ReadLong());
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
+ num = MSG_ReadLong();
+ if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
+ if (developer_networkentities.integer >= 1)
+ Con_Printf("recv clc_ackentities %i\n", num);
+ if (host_client->entitydatabase)
+ EntityFrame_AckFrame(host_client->entitydatabase, num);
+ else if (host_client->entitydatabase4)
+ EntityFrame4_AckFrame(host_client->entitydatabase4, num, true);
+ else if (host_client->entitydatabase5)
+ EntityFrame5_AckFrame(host_client->entitydatabase5, num, host_client - svs.clients + 1);
break;
}
}
{
int i;
- for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
{
if (!host_client->active)
continue;
- sv_player = host_client->edict;
-
if (!host_client->spawned)
{
// clear client movement until a new packet is received
if (sv.frametime)
{
+ sv_player = host_client->edict;
+
// LordHavoc: QuakeC replacement for SV_ClientThink (player movement)
if (SV_PlayerPhysicsQC)
{
pr_global_struct->time = sv.time;
pr_global_struct->self = EDICT_TO_PROG(sv_player);
- PR_ExecuteProgram ((func_t)(SV_PlayerPhysicsQC - pr_functions), "");
+ PR_ExecuteProgram ((func_t)(SV_PlayerPhysicsQC - pr_functions), "QC function SV_PlayerPhysics is missing");
}
else
SV_ClientThink ();
- SV_CheckVelocity (sv_player);
+ SV_CheckVelocity(sv_player);
// LordHavoc: a hack to ensure that the (rather silly) id1 quakec
// player_run/player_stand1 does not horribly malfunction if the