/* sv_user.c server code for moving users $Header: /cvsroot/uhexen2/hexen2/sv_user.c,v 1.22 2007/09/22 15:27:15 sezero Exp $ */ #include "quakedef.h" edict_t *sv_player = NULL; extern cvar_t sv_friction; cvar_t sv_edgefriction = {"edgefriction", "2", CVAR_NONE}; extern cvar_t sv_stopspeed; static vec3_t forward, right, up; static vec3_t wishdir; static float wishspeed; // world static float *angles; static float *origin; static float *velocity; static qboolean onground; static usercmd_t cmd; cvar_t sv_idealpitchscale = {"sv_idealpitchscale", "0.8", CVAR_NONE}; cvar_t sv_idealrollscale = {"sv_idealrollscale", "0.8", CVAR_NONE}; #if defined(SERVERONLY) static cvar_t cl_rollspeed = {"cl_rollspeed", "200", CVAR_NONE}; static cvar_t cl_rollangle = {"cl_rollangle", "2.0", CVAR_NONE}; #else extern cvar_t cl_rollspeed; extern cvar_t cl_rollangle; #endif /* =============== 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; float save_hull; if (!((int)sv_player->v.flags & FL_ONGROUND)) return; if (sv_player->v.movetype == MOVETYPE_FLY) return; angleval = sv_player->v.angles[YAW] * M_PI*2 / 360; sinval = sin(angleval); cosval = cos(angleval); save_hull = sv_player->v.hull; sv_player->v.hull = 0; 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) || // looking at a wall, leave ideal the way is was (tr.fraction == 1))// near a dropoff { sv_player->v.hull = save_hull; return; } z[i] = top[2] + tr.fraction*(bottom[2]-top[2]); } sv_player->v.hull = save_hull; //restore 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 ================== */ static void SV_UserFriction (void) { float *vel; float speed, newspeed, control; vec3_t start, stop; float friction; trace_t trace; float save_hull; 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; save_hull = sv_player->v.hull; sv_player->v.hull = 0; trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, sv_player); sv_player->v.hull = save_hull; // Hexen II v1.11 progs doesn't initialize the friction properly (always 0). // In fact, applying a patch to the progs can easily solve this issue, but // in that case several unpatched mods would be left broken. Note: Compared // to the AoT solution, the USE_AOT_FRICTION 0 option makes pure hexen2 to // feel slightly more slippery. #if USE_AOT_FRICTION if (progs->crc == PROGS_V111_CRC) friction = 6; else { if (trace.fraction == 1.0) friction = sv_friction.value*sv_edgefriction.value*sv_player->v.friction; else friction = sv_friction.value*sv_player->v.friction; } #else // not using AoT friction if (progs->crc == PROGS_V111_CRC) sv_player->v.friction = 1.0f; if (trace.fraction == 1.0) friction = sv_friction.value*sv_edgefriction.value*sv_player->v.friction; else friction = sv_friction.value*sv_player->v.friction; #endif // These lines were found as commented out in Raven's H2MP source. Probably // it was their pre-mission pack solution. See above for the current stuff // and for the explanation. // if (sv_player->v.friction != 1) //reset their friction to 1, only a trigger touching can change it again // sv_player->v.friction = 1; // 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", CVAR_NOTIFY|CVAR_SERVERINFO}; cvar_t sv_maxspeed = {"sv_maxspeed", "640", CVAR_NOTIFY|CVAR_SERVERINFO}; cvar_t sv_accelerate = {"sv_accelerate", "10", CVAR_NONE}; /* Old values before the id 1.07 update cvar_t sv_maxspeed = {"sv_maxspeed", "640", CVAR_NOTIFY|CVAR_SERVERINFO}; cvar_t sv_accelerate = {"sv_accelerate", "100", CVAR_NONE}; */ #if 0 static void SV_Accelerate (vec3_t wishvel) { int i; float addspeed, accelspeed; vec3_t pushvec; if (wishspeed == 0) return; VectorSubtract (wishvel, velocity, pushvec); addspeed = VectorNormalize (pushvec); accelspeed = sv_accelerate.value*host_frametime*addspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i = 0; i < 3; i++) velocity[i] += accelspeed*pushvec[i]; } #endif static 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]; } static 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 * host_frametime; accelspeed = sv_accelerate.value*wishspeed * host_frametime; if (accelspeed > addspeed) accelspeed = addspeed; for (i = 0; i < 3; i++) velocity[i] += accelspeed*wishveloc[i]; } static 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_FlightMove this is just the same as SV_WaterMove but with a few changes to make it flight =================== */ static void SV_FlightMove (void) { int i; vec3_t wishvel; float speed, newspeed, addspeed, accelspeed; //float wishspeed; #if !defined(SERVERONLY) cl.nodrift = false; cl.driftmove = 0; #endif // // 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 + up[i]* cmd.upmove; wishspeed = VectorLength(wishvel); if (wishspeed > sv_maxspeed.value) { VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel); wishspeed = sv_maxspeed.value; } // // water friction // speed = VectorLength (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]; } /* =================== SV_WaterMove =================== */ static void SV_WaterMove (void) { int i; vec3_t wishvel; float speed, newspeed, addspeed, accelspeed; //float wishspeed; // // 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) { VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel); wishspeed = sv_maxspeed.value; } if (sv_player->v.playerclass == CLASS_DEMON) // Paladin Special Ability #1 - unrestricted movement in water wishspeed *= 0.5; else if (sv_player->v.playerclass != CLASS_PALADIN) // Paladin Special Ability #1 - unrestricted movement in water wishspeed *= 0.7; else if (sv_player->v.level == 1) wishspeed *= 0.75; else if (sv_player->v.level == 2) wishspeed *= 0.80; else if ((sv_player->v.level == 3) || (sv_player->v.level == 4)) wishspeed *= 0.85; else if ((sv_player->v.level == 5) || (sv_player->v.level == 6)) wishspeed *= 0.90; else if ((sv_player->v.level == 7) || (sv_player->v.level == 8)) wishspeed *= 0.95; else wishspeed = wishspeed; // // water friction // speed = VectorLength (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]; } static 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 =================== */ static 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); } } /* =============== V_CalcRoll =============== */ #if defined(SERVERONLY) static float V_CalcRoll (vec3_t Angles, vec3_t Velocity) { vec3_t Fwd, Right, Up; float sign, side, value; AngleVectors (Angles, Fwd, Right, Up); side = DotProduct (Velocity, Right); sign = side < 0 ? -1 : 1; side = fabs(side); value = cl_rollangle.value; if (side < cl_rollspeed.value) side = side * value / cl_rollspeed.value; else side = value; return side*sign; } #endif /* =================== 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; } else if (sv_player->v.movetype == MOVETYPE_FLY) { SV_FlightMove (); return; } SV_AirMove (); } /* =================== SV_ReadClientMove =================== */ static 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] = 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; if (bits & 4) // crouched? host_client->edict->v.flags2 = ((int)host_client->edict->v.flags2) | FL2_CROUCHED; else host_client->edict->v.flags2 = ((int)host_client->edict->v.flags2) & (~FL2_CROUCHED); i = MSG_ReadByte (); if (i) host_client->edict->v.impulse = i; // read light level host_client->edict->v.light_level = MSG_ReadByte (); } /* =================== SV_ReadClientMessage Returns false if the client should be killed =================== */ static qboolean SV_ReadClientMessage (void) { int ret; int ccmd; char *s; do { nextmsg: ret = NET_GetMessage (host_client->netconnection); if (ret == -1) { Sys_Printf ("%s: NET_GetMessage failed\n", __thisfunc__); return false; } if (!ret) return true; MSG_BeginReading (); while (1) { if (!host_client->active) return false; // a command caused an error if (msg_badread) { Sys_Printf ("%s: badread\n", __thisfunc__); return false; } ccmd = MSG_ReadChar (); switch (ccmd) { case -1: goto nextmsg; // end of message default: Sys_Printf ("%s: unknown command char\n", __thisfunc__); return false; case clc_nop: // Sys_Printf ("clc_nop\n"); break; case clc_stringcmd: s = MSG_ReadString (); ret = 0; if (q_strncasecmp(s, "status", 6) == 0) ret = 1; else if (q_strncasecmp(s, "god", 3) == 0) ret = 1; else if (q_strncasecmp(s, "notarget", 8) == 0) ret = 1; else if (q_strncasecmp(s, "fly", 3) == 0) ret = 1; else if (q_strncasecmp(s, "name", 4) == 0) ret = 1; else if (q_strncasecmp(s, "playerclass", 11) == 0) ret = 1; else if (q_strncasecmp(s, "noclip", 6) == 0) ret = 1; else if (q_strncasecmp(s, "say", 3) == 0) ret = 1; else if (q_strncasecmp(s, "say_team", 8) == 0) ret = 1; else if (q_strncasecmp(s, "tell", 4) == 0) ret = 1; else if (q_strncasecmp(s, "color", 5) == 0) ret = 1; else if (q_strncasecmp(s, "kill", 4) == 0) ret = 1; else if (q_strncasecmp(s, "pause", 5) == 0) ret = 1; else if (q_strncasecmp(s, "spawn", 5) == 0) ret = 1; else if (q_strncasecmp(s, "begin", 5) == 0) ret = 1; else if (q_strncasecmp(s, "prespawn", 8) == 0) ret = 1; else if (q_strncasecmp(s, "kick", 4) == 0) ret = 1; else if (q_strncasecmp(s, "ping", 4) == 0) ret = 1; else if (q_strncasecmp(s, "give", 4) == 0) ret = 1; else if (q_strncasecmp(s, "ban", 3) == 0) ret = 1; if (ret == 1) Cmd_ExecuteString (s, src_client); else Con_DPrintf("%s tried to %s\n", host_client->name, s); break; case clc_disconnect: // Sys_Printf ("%s: client disconnected\n", __thisfunc__); return false; case clc_move: SV_ReadClientMove (&host_client->cmd); break; case clc_inv_select: host_client->edict->v.inventory = MSG_ReadByte(); break; case clc_frame: host_client->last_frame = MSG_ReadByte(); host_client->last_sequence = MSG_ReadByte(); 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 defined(SERVERONLY) if (!sv.paused) #else if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) ) #endif SV_ClientThink (); } } /* ============== SV_UserInit ============== */ void SV_UserInit (void) { #if !defined(SERVERONLY) if (!isDedicated) return; #endif /* SERVERONLY */ Cvar_RegisterVariable (&cl_rollspeed); Cvar_RegisterVariable (&cl_rollangle); }