mirror of
https://github.com/Shpoike/Quakespasm.git
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898 lines
23 KiB
C
898 lines
23 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_user.c -- server code for moving users
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#include "quakedef.h"
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#include "pmove.h"
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edict_t *sv_player;
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extern cvar_t sv_friction;
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cvar_t sv_edgefriction = {"edgefriction", "2", CVAR_NONE};
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extern cvar_t sv_stopspeed;
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static vec3_t forward, right, up;
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// world
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float *angles;
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float *origin;
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float *velocity;
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qboolean onground;
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usercmd_t cmd;
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cvar_t sv_idealpitchscale = {"sv_idealpitchscale","0.8",CVAR_NONE};
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cvar_t sv_altnoclip = {"sv_altnoclip","1",CVAR_ARCHIVE}; //johnfitz
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cvar_t sv_nqplayerphysics = {"sv_nqplayerphysics", "1", CVAR_ARCHIVE}; //spike. set to 0 for prediction to work. name comes from fte.
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qboolean SV_RunThink (edict_t *ent);
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/*
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===============
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SV_SetIdealPitch
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===============
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*/
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#define MAX_FORWARD 6
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void SV_SetIdealPitch (void)
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{
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float angleval, sinval, cosval;
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trace_t tr;
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vec3_t top, bottom;
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float z[MAX_FORWARD];
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int i, j;
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int step, dir, steps;
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if (!((int)sv_player->v.flags & FL_ONGROUND))
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return;
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angleval = sv_player->v.angles[YAW] * M_PI*2 / 360;
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sinval = sin(angleval);
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cosval = cos(angleval);
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for (i=0 ; i<MAX_FORWARD ; i++)
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{
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top[0] = sv_player->v.origin[0] + cosval*(i+3)*12;
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top[1] = sv_player->v.origin[1] + sinval*(i+3)*12;
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top[2] = sv_player->v.origin[2] + sv_player->v.view_ofs[2];
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bottom[0] = top[0];
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bottom[1] = top[1];
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bottom[2] = top[2] - 160;
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tr = SV_Move (top, vec3_origin, vec3_origin, bottom, 1, sv_player);
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if (tr.allsolid)
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return; // looking at a wall, leave ideal the way is was
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if (tr.fraction == 1)
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return; // near a dropoff
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z[i] = top[2] + tr.fraction*(bottom[2]-top[2]);
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}
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dir = 0;
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steps = 0;
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for (j=1 ; j<i ; j++)
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{
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step = z[j] - z[j-1];
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if (step > -ON_EPSILON && step < ON_EPSILON)
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continue;
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if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) )
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return; // mixed changes
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steps++;
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dir = step;
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}
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if (!dir)
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{
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sv_player->v.idealpitch = 0;
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return;
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}
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if (steps < 2)
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return;
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sv_player->v.idealpitch = -dir * sv_idealpitchscale.value;
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}
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/*
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==================
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SV_UserFriction
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==================
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*/
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void SV_UserFriction (void)
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{
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float *vel;
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float speed, newspeed, control;
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vec3_t start, stop;
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float friction;
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trace_t trace;
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vel = velocity;
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speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
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if (!speed)
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return;
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// if the leading edge is over a dropoff, increase friction
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start[0] = stop[0] = origin[0] + vel[0]/speed*16;
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start[1] = stop[1] = origin[1] + vel[1]/speed*16;
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start[2] = origin[2] + sv_player->v.mins[2];
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stop[2] = start[2] - 34;
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trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, sv_player);
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if (trace.fraction == 1.0)
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friction = sv_friction.value*sv_edgefriction.value;
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else
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friction = sv_friction.value;
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// apply friction
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control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
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newspeed = speed - host_frametime*control*friction;
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if (newspeed < 0)
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newspeed = 0;
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newspeed /= speed;
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vel[0] = vel[0] * newspeed;
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vel[1] = vel[1] * newspeed;
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vel[2] = vel[2] * newspeed;
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}
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/*
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==============
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SV_Accelerate
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==============
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*/
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cvar_t sv_maxspeed = {"sv_maxspeed", "320", CVAR_NOTIFY|CVAR_SERVERINFO};
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cvar_t sv_accelerate = {"sv_accelerate", "10", CVAR_NONE};
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void SV_Accelerate (float wishspeed, const vec3_t wishdir)
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{
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int i;
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float addspeed, accelspeed, currentspeed;
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currentspeed = DotProduct (velocity, wishdir);
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addspeed = wishspeed - currentspeed;
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if (addspeed <= 0)
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return;
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accelspeed = sv_accelerate.value*host_frametime*wishspeed;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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for (i=0 ; i<3 ; i++)
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velocity[i] += accelspeed*wishdir[i];
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}
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void SV_AirAccelerate (float wishspeed, vec3_t wishveloc)
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{
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int i;
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float addspeed, wishspd, accelspeed, currentspeed;
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wishspd = VectorNormalize (wishveloc);
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if (wishspd > 30)
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wishspd = 30;
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currentspeed = DotProduct (velocity, wishveloc);
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addspeed = wishspd - currentspeed;
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if (addspeed <= 0)
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return;
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// accelspeed = sv_accelerate.value * host_frametime;
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accelspeed = sv_accelerate.value*wishspeed * host_frametime;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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for (i=0 ; i<3 ; i++)
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velocity[i] += accelspeed*wishveloc[i];
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}
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void DropPunchAngle (void)
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{
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float len;
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len = VectorNormalize (sv_player->v.punchangle);
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len -= 10*host_frametime;
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if (len < 0)
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len = 0;
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VectorScale (sv_player->v.punchangle, len, sv_player->v.punchangle);
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}
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/*
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===================
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SV_WaterMove
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===================
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*/
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void SV_WaterMove (void)
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{
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int i;
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vec3_t wishvel;
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float speed, newspeed, wishspeed, addspeed, accelspeed;
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//
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// user intentions
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//
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AngleVectors (sv_player->v.v_angle, forward, right, up);
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for (i=0 ; i<3 ; i++)
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wishvel[i] = forward[i]*cmd.forwardmove + right[i]*cmd.sidemove;
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if (sv_player->onladder)
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{
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wishvel[2] *= 1+fabs(wishvel[2]/200)*9; //exaggerate vertical movement.
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if (sv_player->v.button2)
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wishvel[2] += 400; //make jump climb (you can turn around and move off to fall)
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}
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if (!cmd.forwardmove && !cmd.sidemove && !cmd.upmove && !sv_player->onladder)
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wishvel[2] -= 60; // drift towards bottom
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else
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wishvel[2] += cmd.upmove;
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wishspeed = VectorLength(wishvel);
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if (wishspeed > sv_maxspeed.value)
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{
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VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel);
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wishspeed = sv_maxspeed.value;
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}
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wishspeed *= 0.7;
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//
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// water friction
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//
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speed = VectorLength (velocity);
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if (speed)
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{
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newspeed = speed - host_frametime * speed * sv_friction.value;
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if (newspeed < 0)
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newspeed = 0;
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VectorScale (velocity, newspeed/speed, velocity);
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}
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else
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newspeed = 0;
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//
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// water acceleration
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//
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if (!wishspeed)
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return;
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addspeed = wishspeed - newspeed;
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if (addspeed <= 0)
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return;
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VectorNormalize (wishvel);
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accelspeed = sv_accelerate.value * wishspeed * host_frametime;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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for (i=0 ; i<3 ; i++)
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velocity[i] += accelspeed * wishvel[i];
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}
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void SV_WaterJump (void)
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{
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if (qcvm->time > sv_player->v.teleport_time
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|| !sv_player->v.waterlevel)
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{
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sv_player->v.flags = (int)sv_player->v.flags & ~FL_WATERJUMP;
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sv_player->v.teleport_time = 0;
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}
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sv_player->v.velocity[0] = sv_player->v.movedir[0];
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sv_player->v.velocity[1] = sv_player->v.movedir[1];
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}
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/*
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===================
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SV_NoclipMove -- johnfitz
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new, alternate noclip. old noclip is still handled in SV_AirMove
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===================
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*/
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void SV_NoclipMove (void)
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{
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AngleVectors (sv_player->v.v_angle, forward, right, up);
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velocity[0] = forward[0]*cmd.forwardmove + right[0]*cmd.sidemove;
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velocity[1] = forward[1]*cmd.forwardmove + right[1]*cmd.sidemove;
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velocity[2] = forward[2]*cmd.forwardmove + right[2]*cmd.sidemove;
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velocity[2] += cmd.upmove*2; //doubled to match running speed
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if (VectorLength (velocity) > sv_maxspeed.value)
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{
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VectorNormalize (velocity);
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VectorScale (velocity, sv_maxspeed.value, velocity);
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}
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}
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/*
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===================
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SV_AirMove
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===================
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*/
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void SV_AirMove (void)
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{
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int i;
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vec3_t wishvel, wishdir;
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float wishspeed;
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float fmove, smove;
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AngleVectors (sv_player->v.angles, forward, right, up);
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fmove = cmd.forwardmove;
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smove = cmd.sidemove;
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// hack to not let you back into teleporter
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if (qcvm->time < sv_player->v.teleport_time && fmove < 0)
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fmove = 0;
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for (i=0 ; i<3 ; i++)
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wishvel[i] = forward[i]*fmove + right[i]*smove;
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if ( (int)sv_player->v.movetype != MOVETYPE_WALK)
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wishvel[2] = cmd.upmove;
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else
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wishvel[2] = 0;
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VectorCopy (wishvel, wishdir);
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wishspeed = VectorNormalize(wishdir);
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if (wishspeed > sv_maxspeed.value)
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{
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VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel);
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wishspeed = sv_maxspeed.value;
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}
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if ( sv_player->v.movetype == MOVETYPE_NOCLIP)
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{ // noclip
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VectorCopy (wishvel, velocity);
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}
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else if ( onground )
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{
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SV_UserFriction ();
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SV_Accelerate (wishspeed, wishdir);
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}
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else
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{ // not on ground, so little effect on velocity
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SV_AirAccelerate (wishspeed, wishvel);
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}
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}
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/*
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===================
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SV_ClientThink
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the move fields specify an intended velocity in pix/sec
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the angle fields specify an exact angular motion in degrees
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===================
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*/
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void SV_ClientThink (void)
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{
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vec3_t v_angle;
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if (sv_player->v.movetype == MOVETYPE_NONE)
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return;
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onground = (int)sv_player->v.flags & FL_ONGROUND;
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origin = sv_player->v.origin;
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velocity = sv_player->v.velocity;
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DropPunchAngle ();
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if (host_client->usingpmove)
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return; //this stuff is handled on inputs. don't corrupt anything.
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//
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// if dead, behave differently
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//
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if (sv_player->v.health <= 0)
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return;
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//
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// angles
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// show 1/3 the pitch angle and all the roll angle
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cmd = host_client->cmd;
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angles = sv_player->v.angles;
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VectorAdd (sv_player->v.v_angle, sv_player->v.punchangle, v_angle);
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angles[ROLL] = V_CalcRoll (sv_player->v.angles, sv_player->v.velocity)*4;
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if (!sv_player->v.fixangle)
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{
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angles[PITCH] = -v_angle[PITCH]/3;
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angles[YAW] = v_angle[YAW];
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}
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if ( (int)sv_player->v.flags & FL_WATERJUMP )
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{
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SV_WaterJump ();
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return;
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}
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//
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// walk
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//
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//johnfitz -- alternate noclip
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if (sv_player->v.movetype == MOVETYPE_NOCLIP && sv_altnoclip.value)
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SV_NoclipMove ();
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else if ((sv_player->v.waterlevel >= 2||sv_player->onladder) && sv_player->v.movetype != MOVETYPE_NOCLIP)
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SV_WaterMove ();
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else
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SV_AirMove ();
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//johnfitz
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}
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/*
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===================
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SV_ReadClientMove
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===================
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*/
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void SV_ReadClientMove (usercmd_t *move)
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{
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int i;
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vec3_t angle;
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int buttonbits;
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int newimpulse;
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unsigned int inweapon;
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float curs_screen[2];
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vec3_t curs_start, curs_impact;
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unsigned int curs_entity;
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eval_t *eval;
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qboolean drop = false;
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float timestamp;
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vec3_t movevalues;
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int sequence;
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eval_t *val;
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vec3_t savedvel;
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if (host_client->protocol_pext2 & PEXT2_PREDINFO)
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{
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i = (unsigned short)MSG_ReadShort();
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sequence = (host_client->lastmovemessage & 0xffff0000) | (i&0xffff);
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//tollerance of a few old frames, so we can have redundancy for packetloss
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if (sequence+0x100 < host_client->lastmovemessage)
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sequence += 0x10000;
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if (sequence <= host_client->lastmovemessage)
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drop = true;
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}
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else
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sequence = 0;
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//read the data
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timestamp = MSG_ReadFloat();
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for (i=0 ; i<3 ; i++)
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{
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if (sv.protocol == PROTOCOL_NETQUAKE && !(host_client->protocol_pext2 & PEXT2_PREDINFO) && !NET_QSocketGetProQuakeAngleHack(host_client->netconnection))
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angle[i] = MSG_ReadAngle (sv.protocolflags);
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else
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angle[i] = MSG_ReadAngle16 (sv.protocolflags); //johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE
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}
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movevalues[0] = MSG_ReadShort ();
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movevalues[1] = MSG_ReadShort ();
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movevalues[2] = MSG_ReadShort ();
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if (host_client->protocol_pext2 & PEXT2_PRYDONCURSOR)
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buttonbits = MSG_ReadLong();
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else
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buttonbits = MSG_ReadByte();
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newimpulse = MSG_ReadByte();
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inweapon = (buttonbits & (1u<<30))?MSG_ReadLong():0;
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curs_screen[0] = (buttonbits & (1u<<31))?MSG_ReadShort()/32767.0:0;
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curs_screen[1] = (buttonbits & (1u<<31))?MSG_ReadShort()/32767.0:0;
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curs_start[0] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
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curs_start[1] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
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curs_start[2] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
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curs_impact[0] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
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curs_impact[1] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
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curs_impact[2] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
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curs_entity = (buttonbits & (1u<<31))?MSG_ReadEntity(host_client->protocol_pext2):0;
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buttonbits &= ~((1u<<30)|(1u<<31));
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if (drop)
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return; //okay, we don't care about that then
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// calc ping times
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host_client->lastmovemessage = sequence; //so client can know which input frames still need predicting.
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if (!(host_client->protocol_pext2 & PEXT2_PREDINFO))
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{
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host_client->ping_times[host_client->num_pings%NUM_PING_TIMES]
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= qcvm->time - timestamp;
|
|
host_client->num_pings++;
|
|
} //otherwise time is still useful for determining the input frame's time value
|
|
|
|
// read movement
|
|
VectorCopy (angle, host_client->edict->v.v_angle);
|
|
move->forwardmove = movevalues[0];
|
|
move->sidemove = movevalues[1];
|
|
move->upmove = movevalues[2];
|
|
|
|
// read buttons
|
|
host_client->edict->v.button0 = (buttonbits & 1)>>0;
|
|
//button1 was meant to be 'use', but got reused by too many mods to get implemented now
|
|
host_client->edict->v.button2 = (buttonbits & 2)>>1;
|
|
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button3)))
|
|
val->_float = (buttonbits & 4)>>2;
|
|
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button4)))
|
|
val->_float = (buttonbits & 8)>>3;
|
|
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button5)))
|
|
val->_float = (buttonbits & 0x10)>>4;
|
|
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button6)))
|
|
val->_float = (buttonbits & 0x20)>>5;
|
|
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button7)))
|
|
val->_float = (buttonbits & 0x40)>>6;
|
|
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button8)))
|
|
val->_float = (buttonbits & 0x80)>>7;
|
|
|
|
if (newimpulse)
|
|
host_client->edict->v.impulse = newimpulse;
|
|
|
|
eval = GetEdictFieldValue(host_client->edict, qcvm->extfields.movement);
|
|
if (eval)
|
|
{
|
|
eval->vector[0] = move->forwardmove;
|
|
eval->vector[1] = move->sidemove;
|
|
eval->vector[2] = move->upmove;
|
|
}
|
|
|
|
//decide if we're going independant or not
|
|
host_client->usingpmove = !!qcvm->extfuncs.SV_RunClientCommand || (!sv_nqplayerphysics.value && (*sv_nqplayerphysics.string||deathmatch.value));
|
|
|
|
//and give them their independance here.
|
|
if (host_client->usingpmove && host_client->knowntoqc)
|
|
{
|
|
if (timestamp > qcvm->time)
|
|
timestamp = qcvm->time; //don't let the client exceed the current time
|
|
if (timestamp < qcvm->time-0.5)
|
|
timestamp = qcvm->time-0.5; //don't let the client bank too much time for bursts...
|
|
if (timestamp < host_client->lastmovetime)
|
|
timestamp = host_client->lastmovetime; //don't let the client report times in the past (to get extra time with the next clc_move)
|
|
if (qcvm->extglobals.input_timelength)
|
|
*qcvm->extglobals.input_timelength = timestamp - host_client->lastmovetime;
|
|
host_client->lastmovetime = timestamp;
|
|
|
|
if (qcvm->extglobals.input_sequence)
|
|
*qcvm->extglobals.input_sequence = sequence;
|
|
if (qcvm->extglobals.input_servertime)
|
|
*qcvm->extglobals.input_servertime = timestamp;
|
|
if (qcvm->extglobals.input_buttons)
|
|
*qcvm->extglobals.input_buttons = buttonbits;
|
|
if (qcvm->extglobals.input_impulse)
|
|
*qcvm->extglobals.input_impulse = newimpulse;
|
|
if (qcvm->extglobals.input_movevalues)
|
|
VectorCopy(movevalues, qcvm->extglobals.input_movevalues);
|
|
if (qcvm->extglobals.input_angles)
|
|
VectorCopy(angle, qcvm->extglobals.input_angles);
|
|
if (qcvm->extglobals.input_weapon)
|
|
*qcvm->extglobals.input_weapon = inweapon;
|
|
if (qcvm->extglobals.input_cursor_screen)
|
|
qcvm->extglobals.input_cursor_screen[0] = curs_screen[0], qcvm->extglobals.input_cursor_screen[1] = curs_screen[1];
|
|
if (qcvm->extglobals.input_cursor_trace_start)
|
|
VectorCopy(curs_start, qcvm->extglobals.input_cursor_trace_start);
|
|
if (qcvm->extglobals.input_cursor_trace_endpos)
|
|
VectorCopy(curs_impact, qcvm->extglobals.input_cursor_trace_endpos);
|
|
if (qcvm->extglobals.input_cursor_entitynumber)
|
|
*qcvm->extglobals.input_cursor_entitynumber = curs_entity;
|
|
|
|
VectorCopy(host_client->edict->v.velocity, savedvel);
|
|
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
|
|
PR_ExecuteProgram(pr_global_struct->PlayerPreThink);
|
|
if (!qcvm->extfuncs.SV_RunClientCommand)
|
|
{
|
|
//Undo damage caused by unaware mods... in vanilla this includes:
|
|
// PlayerJump has 4 velocity changes that might mess with prediction
|
|
// WaterMove imposes some additional drag that breaks things
|
|
// CheckWaterJump is entirely redundant.
|
|
//(it should be noted that the (cs)qc should still track jumps for sounds, and landings for fall damage, and water for drowning, just not any of the velocity changes)
|
|
VectorCopy(savedvel, host_client->edict->v.velocity);
|
|
}
|
|
|
|
if (!SV_RunThink (host_client->edict))
|
|
return; //ent was removed? o.O
|
|
|
|
if (qcvm->extfuncs.SV_RunClientCommand)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
|
|
PR_ExecuteProgram(qcvm->extfuncs.SV_RunClientCommand);
|
|
}
|
|
else
|
|
{ //the qc ain't helping us here. go direct to the runstandardplayerphysics builtin.
|
|
G_INT(OFS_PARM0) = EDICT_TO_PROG(host_client->edict);
|
|
PF_sv_pmove();
|
|
}
|
|
|
|
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
|
|
PR_ExecuteProgram(pr_global_struct->PlayerPostThink);
|
|
}
|
|
}
|
|
|
|
void SV_ReadQCRequest(void)
|
|
{
|
|
int e;
|
|
char args[8];
|
|
const char *rname, *fname;
|
|
func_t f;
|
|
int i;
|
|
client_t *cl = host_client;
|
|
|
|
for (i = 0; ; )
|
|
{
|
|
byte ev = MSG_ReadByte();
|
|
/*if (ev >= 200 && ev < 200+MAX_SPLITS)
|
|
{
|
|
ev -= 200;
|
|
while (ev-- && cl)
|
|
cl = cl->controlled;
|
|
continue;
|
|
}*/
|
|
if (i >= sizeof(args)-1)
|
|
{
|
|
if (ev != ev_void)
|
|
{
|
|
msg_badread = true;
|
|
return;
|
|
}
|
|
goto done;
|
|
}
|
|
switch(ev)
|
|
{
|
|
default:
|
|
args[i] = '?';
|
|
G_INT(OFS_PARM0+i*3) = MSG_ReadLong();
|
|
break;
|
|
case ev_void:
|
|
goto done;
|
|
case ev_float:
|
|
args[i] = 'f';
|
|
G_FLOAT(OFS_PARM0+i*3) = MSG_ReadFloat();
|
|
break;
|
|
case ev_vector:
|
|
args[i] = 'v';
|
|
G_FLOAT(OFS_PARM0+i*3+0) = MSG_ReadFloat();
|
|
G_FLOAT(OFS_PARM0+i*3+1) = MSG_ReadFloat();
|
|
G_FLOAT(OFS_PARM0+i*3+2) = MSG_ReadFloat();
|
|
break;
|
|
case ev_ext_integer:
|
|
args[i] = 'i';
|
|
G_INT(OFS_PARM0+i*3) = MSG_ReadLong();
|
|
break;
|
|
case ev_ext_uint32:
|
|
args[i] = 'u';
|
|
G_INT(OFS_PARM0+i*3) = MSG_ReadLong();
|
|
break;
|
|
case ev_ext_sint64:
|
|
args[i] = 'I';
|
|
G_INT64(OFS_PARM0+i*3) = MSG_ReadInt64();
|
|
break;
|
|
case ev_ext_uint64:
|
|
args[i] = 'U';
|
|
G_DOUBLE(OFS_PARM0+i*3) = MSG_ReadUInt64();
|
|
break;
|
|
case ev_ext_double:
|
|
args[i] = 'F';
|
|
G_DOUBLE(OFS_PARM0+i*3) = MSG_ReadDouble();
|
|
break;
|
|
case ev_string:
|
|
args[i] = 's';
|
|
G_INT(OFS_PARM0+i*3) = PR_MakeTempString(MSG_ReadString());
|
|
break;
|
|
case ev_entity:
|
|
args[i] = 'e';
|
|
e = MSG_ReadEntity(host_client->protocol_pext2);
|
|
if (e < 0 || e >= qcvm->num_edicts)
|
|
e = 0;
|
|
G_INT(OFS_PARM0+i*3) = EDICT_TO_PROG(EDICT_NUM(e));
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
done:
|
|
args[i] = 0;
|
|
rname = MSG_ReadString();
|
|
if (i)
|
|
fname = va("CSEv_%s_%s", rname, args);
|
|
else
|
|
fname = va("CSEv_%s", rname);
|
|
f = PR_FindExtFunction(fname);
|
|
/*if (!f)
|
|
{
|
|
if (i)
|
|
rname = va("Cmd_%s_%s", rname, args);
|
|
else
|
|
rname = va("Cmd_%s", rname);
|
|
f = PR_FindExtFunction(rname);
|
|
}*/
|
|
if (!cl)
|
|
; //bad seat! not going to warn as they might have been removed recently
|
|
else if (f)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(cl->edict);
|
|
PR_ExecuteProgram(f);
|
|
}
|
|
else
|
|
SV_ClientPrintf("qcrequest \"%s\" not supported\n", fname);
|
|
}
|
|
|
|
/*
|
|
===================
|
|
SV_ReadClientMessage
|
|
|
|
Returns false if the client should be killed
|
|
===================
|
|
*/
|
|
qboolean SV_ReadClientMessage (void)
|
|
{
|
|
int ccmd;
|
|
const char *s;
|
|
|
|
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;
|
|
}
|
|
|
|
ccmd = MSG_ReadChar ();
|
|
|
|
switch (ccmd)
|
|
{
|
|
case -1:
|
|
return true; //msg_badread, meaning we just hit eof.
|
|
|
|
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 ();
|
|
if (q_strncasecmp(s, "spawn", 5) && q_strncasecmp(s, "begin", 5) && q_strncasecmp(s, "prespawn", 8) && qcvm->extfuncs.SV_ParseClientCommand)
|
|
{ //the spawn/begin/prespawn are because of numerous mods that disobey the rules.
|
|
//at a minimum, we must be able to join the server, so that we can see any sprints/bprints (because dprint sucks, yes there's proper ways to deal with this, but moders don't always know them).
|
|
client_t *ohc = host_client;
|
|
G_INT(OFS_PARM0) = PR_SetEngineString(s);
|
|
pr_global_struct->time = qcvm->time;
|
|
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
|
|
PR_ExecuteProgram(qcvm->extfuncs.SV_ParseClientCommand);
|
|
host_client = ohc;
|
|
}
|
|
else
|
|
Cmd_ExecuteString (s, src_client);
|
|
break;
|
|
|
|
case clc_disconnect:
|
|
// Sys_Printf ("SV_ReadClientMessage: client disconnected\n");
|
|
return false;
|
|
|
|
case clc_move:
|
|
if (!host_client->spawned)
|
|
return true; //this is to suck up any stale moves on map changes, so we don't get confused (quite so easily) when protocols are changed between maps
|
|
SV_ReadClientMove (&host_client->cmd);
|
|
break;
|
|
|
|
case clcdp_ackframe:
|
|
SVFTE_Ack(host_client, MSG_ReadLong());
|
|
break;
|
|
|
|
case clcdp_ackdownloaddata:
|
|
Host_DownloadAck(host_client);
|
|
break;
|
|
|
|
case clcfte_qcrequest:
|
|
SV_ReadQCRequest();
|
|
break;
|
|
|
|
case clcfte_voicechat:
|
|
SV_VoiceReadPacket(host_client);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_RunClients
|
|
==================
|
|
*/
|
|
void SV_RunClients (void)
|
|
{
|
|
int i;
|
|
|
|
//receive from clients first
|
|
//Spike -- reworked this to query the network code for an active connection.
|
|
//this allows the network code to serve multiple clients with the same listening port.
|
|
//this solves server-side nats, which is important for coop etc.
|
|
while(1)
|
|
{
|
|
struct qsocket_s *sock = NET_GetServerMessage();
|
|
if (!sock)
|
|
break; //no more this frame
|
|
|
|
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
|
|
{
|
|
if (host_client->netconnection == sock)
|
|
{
|
|
sv_player = host_client->edict;
|
|
if (!SV_ReadClientMessage ())
|
|
{
|
|
SV_DropClient (false); // client misbehaved...
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//then do the per-frame stuff
|
|
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
|
|
memset (&host_client->cmd, 0, sizeof(host_client->cmd));
|
|
continue;
|
|
}
|
|
|
|
if (!host_client->netconnection)
|
|
{
|
|
//botclients can't receive packets. don't even try.
|
|
//not sure where to put this code, but here seems sane enough.
|
|
//fill in the user's desired stuff according to a few things.
|
|
eval_t *ev = GetEdictFieldValue(host_client->edict, qcvm->extfields.movement);
|
|
if (ev) //.movement normally works the other way around. oh well.
|
|
{
|
|
host_client->cmd.forwardmove = ev->vector[0];
|
|
host_client->cmd.sidemove = ev->vector[1];
|
|
host_client->cmd.upmove = ev->vector[2];
|
|
}
|
|
host_client->cmd.viewangles[0] = host_client->edict->v.v_angle[0];
|
|
host_client->cmd.viewangles[1] = host_client->edict->v.v_angle[1];
|
|
host_client->cmd.viewangles[2] = host_client->edict->v.v_angle[2];
|
|
}
|
|
|
|
// always pause in single player if in console or menus
|
|
if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
|
|
SV_ClientThink ();
|
|
}
|
|
}
|
|
|