/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_user.c -- server code for moving users #include "quakedef.h" edict_t *sv_player; cvar_t sv_edgefriction = {0, "edgefriction", "2"}; cvar_t sv_predict = {0, "sv_predict", "1"}; cvar_t sv_deltacompress = {0, "sv_deltacompress", "1"}; cvar_t sv_idealpitchscale = {0, "sv_idealpitchscale","0.8"}; 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; /* =============== 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 ; iv.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, MOVE_NOMONSTERS, sv_player); // if looking at a wall, leave ideal the way is was if (tr.allsolid) return; // near a dropoff if (tr.fraction == 1) return; z[i] = top[2] + tr.fraction*(bottom[2]-top[2]); } dir = 0; steps = 0; for (j=1 ; j -ON_EPSILON && step < ON_EPSILON) continue; // mixed changes if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) ) return; 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, speed, newspeed, control, friction; vec3_t start, stop; 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, MOVE_NOMONSTERS, 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 - sv.frametime*control*friction; if (newspeed < 0) newspeed = 0; else newspeed /= speed; vel[0] = vel[0] * newspeed; vel[1] = vel[1] * newspeed; vel[2] = vel[2] * newspeed; } /* ============== SV_Accelerate ============== */ 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*sv.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 = VectorNormalizeLength (wishveloc); if (wishspd > 30) wishspd = 30; currentspeed = DotProduct (velocity, wishveloc); addspeed = wishspd - currentspeed; if (addspeed <= 0) return; accelspeed = sv_accelerate.value*wishspeed * sv.frametime; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) velocity[i] += accelspeed*wishveloc[i]; } void DropPunchAngle (void) { float len; eval_t *val; len = VectorNormalizeLength (sv_player->v.punchangle); len -= 10*sv.frametime; if (len < 0) len = 0; VectorScale (sv_player->v.punchangle, len, sv_player->v.punchangle); if ((val = GETEDICTFIELDVALUE(sv_player, eval_punchvector))) { len = VectorNormalizeLength (val->vector); len -= 20*sv.frametime; if (len < 0) len = 0; VectorScale (val->vector, len, val->vector); } } /* =================== SV_FreeMove =================== */ void SV_FreeMove (void) { int i; float wishspeed; 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; velocity[2] += cmd.upmove; wishspeed = VectorLength (velocity); if (wishspeed > sv_maxspeed.value) { VectorScale (velocity, sv_maxspeed.value / wishspeed, velocity); wishspeed = sv_maxspeed.value; } } /* =================== SV_WaterMove =================== */ void SV_WaterMove (void) { int i; vec3_t wishvel; float speed, newspeed, wishspeed, addspeed, accelspeed, temp; // 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 = VectorLength(wishvel); if (wishspeed > sv_maxspeed.value) { temp = sv_maxspeed.value/wishspeed; VectorScale (wishvel, temp, wishvel); wishspeed = sv_maxspeed.value; } wishspeed *= 0.7; // water friction speed = VectorLength (velocity); if (speed) { newspeed = speed - sv.frametime * speed * sv_friction.value; if (newspeed < 0) newspeed = 0; temp = newspeed/speed; VectorScale (velocity, temp, velocity); } else newspeed = 0; // water acceleration if (!wishspeed) return; addspeed = wishspeed - newspeed; if (addspeed <= 0) return; VectorNormalize (wishvel); accelspeed = sv_accelerate.value * wishspeed * sv.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, temp; // LordHavoc: correct quake movement speed bug when looking up/down wishvel[0] = wishvel[2] = 0; wishvel[1] = sv_player->v.angles[1]; AngleVectors (wishvel, 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; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalizeLength(wishdir); if (wishspeed > sv_maxspeed.value) { temp = sv_maxspeed.value/wishspeed; VectorScale (wishvel, temp, 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) { // 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]; } if ( (int)sv_player->v.flags & FL_WATERJUMP ) { SV_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) { SV_FreeMove (); 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; eval_t *val; float total; // read ping time host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = sv.time - MSG_ReadFloat (); host_client->num_pings++; for (i=0, total = 0;i < NUM_PING_TIMES;i++) total += host_client->ping_times[i]; // can be used for prediction host_client->ping = total / NUM_PING_TIMES; host_client->latency = 0; // if paused or a local game, don't predict if (sv_predict.integer && (svs.maxclients > 1) && (!sv.paused)) host_client->latency = host_client->ping; if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_ping))) val->_float = host_client->ping * 1000.0; // read current angles // dpprotocol version 2 for (i = 0;i < 3;i++) angle[i] = MSG_ReadFloat (); VectorCopy (angle, host_client->edict->v.v_angle); // read movement move->forwardmove = MSG_ReadShort (); move->sidemove = MSG_ReadShort (); move->upmove = MSG_ReadShort (); if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_movement))) { val->vector[0] = move->forwardmove; val->vector[1] = move->sidemove; val->vector[2] = move->upmove; } // read buttons bits = MSG_ReadByte (); host_client->edict->v.button0 = bits & 1; host_client->edict->v.button2 = (bits & 2)>>1; // LordHavoc: added 6 new buttons if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button3))) val->_float = ((bits >> 2) & 1); if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button4))) val->_float = ((bits >> 3) & 1); if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button5))) val->_float = ((bits >> 4) & 1); if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button6))) val->_float = ((bits >> 5) & 1); if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button7))) val->_float = ((bits >> 6) & 1); if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button8))) val->_float = ((bits >> 7) & 1); i = MSG_ReadByte (); if (i) host_client->edict->v.impulse = i; } /* =================== SV_ReadClientMessage Returns false if the client should be killed =================== */ extern void SV_SendServerinfo (client_t *client); qboolean SV_ReadClientMessage (void) { int ret; int cmd; char *s; do { nextmsg: ret = NET_GetMessage (host_client->netconnection); if (ret == -1) { Sys_Printf ("SV_ReadClientMessage: NET_GetMessage failed\n"); return false; } if (!ret) return true; MSG_BeginReading (); while (1) { if (!host_client->active) // a command caused an error return false; if (msg_badread) { Sys_Printf ("SV_ReadClientMessage: badread\n"); return false; } cmd = MSG_ReadChar (); #ifndef NOROUTINGFIX if (cmd != -1 && host_client->waitingforconnect) { host_client->waitingforconnect = false; host_client->sendserverinfo = true; } #endif switch (cmd) { case -1: // end of message goto nextmsg; default: Sys_Printf ("SV_ReadClientMessage: unknown command char %i\n", cmd); return false; case clc_nop: break; case clc_stringcmd: s = MSG_ReadString (); ret = 0; if (Q_strncasecmp(s, "status", 6) == 0 || Q_strncasecmp(s, "name", 4) == 0 || Q_strncasecmp(s, "say", 3) == 0 || Q_strncasecmp(s, "say_team", 8) == 0 || Q_strncasecmp(s, "tell", 4) == 0 || Q_strncasecmp(s, "color", 5) == 0 || Q_strncasecmp(s, "kill", 4) == 0 || Q_strncasecmp(s, "pause", 5) == 0 || Q_strncasecmp(s, "spawn", 5) == 0 || Q_strncasecmp(s, "begin", 5) == 0 || Q_strncasecmp(s, "prespawn", 8) == 0 || Q_strncasecmp(s, "kick", 4) == 0 || Q_strncasecmp(s, "ping", 4) == 0 || Q_strncasecmp(s, "ban", 3) == 0 || Q_strncasecmp(s, "pmodel", 6) == 0 || (gamemode == GAME_NEHAHRA && (Q_strncasecmp(s, "max", 3) == 0 || Q_strncasecmp(s, "monster", 7) == 0 || Q_strncasecmp(s, "scrag", 5) == 0 || Q_strncasecmp(s, "gimme", 5) == 0 || Q_strncasecmp(s, "wraith", 6) == 0)) || (gamemode != GAME_NEHAHRA && (Q_strncasecmp(s, "god", 3) == 0 || Q_strncasecmp(s, "notarget", 8) == 0 || Q_strncasecmp(s, "fly", 3) == 0 || Q_strncasecmp(s, "give", 4) == 0 || Q_strncasecmp(s, "noclip", 6) == 0))) { 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; case clc_ackentities: EntityFrame_AckFrame(&host_client->entitydatabase, MSG_ReadLong()); break; } } } while (ret == 1); return true; } /* ================== SV_RunClients ================== */ void SV_RunClients (void) { int i; for (i=0, host_client = svs.clients ; iactive) continue; sv_player = host_client->edict; if (!SV_ReadClientMessage ()) { // client misbehaved... SV_DropClient (false); continue; } if (!host_client->spawned) { // clear client movement until a new packet is received memset (&host_client->cmd, 0, sizeof(host_client->cmd)); continue; } if (sv.frametime) { // 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), ""); } else SV_ClientThink (); } } }