// sv_user.c -- server code for moving users #include "quakedef.h" 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; vec3_t wishdir; float wishspeed; // world float *angles; float *origin; float *velocity; qboolean 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" }; #if 0 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 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 * 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]; } 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] = 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 =================== */ 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) return false; // a command caused an error if (msg_badread) { Sys_Printf("SV_ReadClientMessage: badread\n"); return false; } cmd = MSG_ReadChar(); switch (cmd) { case -1: goto nextmsg; // end of message default: Sys_Printf("SV_ReadClientMessage: unknown command char\n"); return false; case clc_nop: // Sys_Printf ("clc_nop\n"); break; case clc_stringcmd: s = MSG_ReadString(); Cmd_ExecuteString(s, src_client); break; case clc_disconnect: Sys_Printf("SV_ReadClientMessage: client disconnected\n"); 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; } // allways pause in single player if in console or menus if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game)) SV_ClientThink(); } }