/* sv_user.c @description@ 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "QF/console.h" #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/keys.h" #include "QF/msg.h" #include "QF/sys.h" #include "host.h" #include "server.h" #include "sv_progs.h" #include "view.h" #include "world.h" extern cvar_t *cl_rollangle; //FIXME extern cvar_t *cl_rollspeed; //FIXME edict_t *sv_player; cvar_t *sv_edgefriction; 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; #define MAX_FORWARD 6 void SV_SetIdealPitch (void) { int dir, step, steps, i, j; float angleval, sinval, cosval; float z[MAX_FORWARD]; trace_t tr; vec3_t top, bottom; if (!((int) SVfloat (sv_player, flags) & FL_ONGROUND)) return; angleval = SVvector (sv_player, angles)[YAW] * M_PI * 2 / 360; sinval = sin (angleval); cosval = cos (angleval); for (i = 0; i < MAX_FORWARD; i++) { top[0] = SVvector (sv_player, origin)[0] + cosval * (i + 3) * 12; top[1] = SVvector (sv_player, origin)[1] + sinval * (i + 3) * 12; top[2] = SVvector (sv_player, origin)[2] + SVvector (sv_player, 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 it 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) { SVfloat (sv_player, idealpitch) = 0; return; } if (steps < 2) return; SVfloat (sv_player, idealpitch) = -dir * sv_idealpitchscale->value; } void SV_UserFriction (void) { float *vel; float control, friction, speed, newspeed; 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] + SVvector (sv_player, 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; } cvar_t *sv_maxspeed; cvar_t *sv_accelerate; #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 (SVvector (sv_player, punchangle)); len -= 10 * host_frametime; if (len < 0) len = 0; VectorScale (SVvector (sv_player, punchangle), len, SVvector (sv_player, punchangle)); } void SV_WaterMove (void) { int i; float speed, newspeed, wishspeed, addspeed, accelspeed; vec3_t wishvel; // user intentions AngleVectors (SVvector (sv_player, 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 > SVfloat (sv_player, teleport_time) || !SVfloat (sv_player, waterlevel)) { SVfloat (sv_player, flags) = (int) SVfloat (sv_player, flags) & ~FL_WATERJUMP; SVfloat (sv_player, teleport_time) = 0; } SVvector (sv_player, velocity)[0] = SVvector (sv_player, movedir)[0]; SVvector (sv_player, velocity)[1] = SVvector (sv_player, movedir)[1]; } void SV_AirMove (void) { int i; float fmove, smove; vec3_t wishvel; AngleVectors (SVvector (sv_player, angles), forward, right, up); fmove = cmd.forwardmove; smove = cmd.sidemove; // hack to not let you back into teleporter if (sv.time < SVfloat (sv_player, teleport_time) && fmove < 0) fmove = 0; for (i = 0; i < 3; i++) wishvel[i] = forward[i] * fmove + right[i] * smove; if ((int) SVfloat (sv_player, 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 (SVfloat (sv_player, 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 (SVfloat (sv_player, movetype) == MOVETYPE_NONE) return; onground = (int) SVfloat (sv_player, flags) & FL_ONGROUND; origin = SVvector (sv_player, origin); velocity = SVvector (sv_player, velocity); DropPunchAngle (); // if dead, behave differently if (SVfloat (sv_player, health) <= 0) return; // angles // show 1/3 the pitch angle and all the roll angle cmd = host_client->cmd; angles = SVvector (sv_player, angles); VectorAdd (SVvector (sv_player, v_angle), SVvector (sv_player, punchangle), v_angle); angles[ROLL] = V_CalcRoll (SVvector (sv_player, angles), SVvector (sv_player, velocity)) * 4; if (!SVfloat (sv_player, fixangle)) { angles[PITCH] = -v_angle[PITCH] / 3; angles[YAW] = v_angle[YAW]; } if ((int) SVfloat (sv_player, flags) & FL_WATERJUMP) { SV_WaterJump (); return; } // walk if ((SVfloat (sv_player, waterlevel) >= 2) && (SVfloat (sv_player, movetype) != MOVETYPE_NOCLIP)) { SV_WaterMove (); return; } SV_AirMove (); } void SV_ReadClientMove (usercmd_t *move) { int i, bits; vec3_t angle; // read ping time host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = sv.time - MSG_ReadFloat (net_message); host_client->num_pings++; // read current angles for (i = 0; i < 3; i++) angle[i] = MSG_ReadAngle (net_message); VectorCopy (angle, SVvector (host_client->edict, v_angle)); // read movement move->forwardmove = MSG_ReadShort (net_message); move->sidemove = MSG_ReadShort (net_message); move->upmove = MSG_ReadShort (net_message); // read buttons bits = MSG_ReadByte (net_message); SVfloat (host_client->edict, button0) = bits & 1; SVfloat (host_client->edict, button2) = (bits & 2) >> 1; i = MSG_ReadByte (net_message); if (i) SVfloat (host_client->edict, impulse) = i; } /* SV_ReadClientMessage Returns false if the client should be killed */ qboolean SV_ReadClientMessage (void) { int cmd, ret; const char *s; do { nextmsg: ret = NET_GetMessage (host_client->netconnection); if (ret == -1) { Con_Printf ("SV_ReadClientMessage: NET_GetMessage failed\n"); return false; } if (!ret) return true; MSG_BeginReading (net_message); while (1) { if (!host_client->active) return false; // a command caused an error if (net_message->badread) { Con_Printf ("SV_ReadClientMessage: badread\n"); return false; } cmd = MSG_ReadByte (net_message); switch (cmd) { case -1: goto nextmsg; // end of message default: Con_Printf ("SV_ReadClientMessage: unknown command char\n"); return false; case clc_nop: // Con_Printf ("clc_nop\n"); break; case clc_stringcmd: s = MSG_ReadString (net_message); if (host_client->privileged) ret = 2; else ret = 0; if (strncasecmp (s, "status", 6) == 0) ret = 1; else if (strncasecmp (s, "god", 3) == 0) ret = 1; else if (strncasecmp (s, "notarget", 8) == 0) ret = 1; else if (strncasecmp (s, "fly", 3) == 0) ret = 1; else if (strncasecmp (s, "name", 4) == 0) ret = 1; else if (strncasecmp (s, "noclip", 6) == 0) ret = 1; else if (strncasecmp (s, "say", 3) == 0) ret = 1; else if (strncasecmp (s, "say_team", 8) == 0) ret = 1; else if (strncasecmp (s, "tell", 4) == 0) ret = 1; else if (strncasecmp (s, "color", 5) == 0) ret = 1; else if (strncasecmp (s, "kill", 4) == 0) ret = 1; else if (strncasecmp (s, "pause", 5) == 0) ret = 1; else if (strncasecmp (s, "spawn", 5) == 0) ret = 1; else if (strncasecmp (s, "begin", 5) == 0) ret = 1; else if (strncasecmp (s, "prespawn", 8) == 0) ret = 1; else if (strncasecmp (s, "kick", 4) == 0) ret = 1; else if (strncasecmp (s, "ping", 4) == 0) ret = 1; else if (strncasecmp (s, "give", 4) == 0) ret = 1; else if (strncasecmp (s, "ban", 3) == 0) ret = 1; if (ret == 2) Cbuf_InsertText (s); else if (ret == 1) Cmd_ExecuteString (s, src_client); else Con_DPrintf ("%s tried to %s\n", host_client->name, s); break; case clc_disconnect: // Con_Printf ("SV_ReadClientMessage: client disconnected\n"); return false; case clc_move: SV_ReadClientMove (&host_client->cmd); break; } } } while (ret == 1); return true; } 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 (!sv.paused && (svs.maxclients > 1 || key_dest == key_game)) SV_ClientThink (); } } /* V_CalcRoll Used by view and sv_user */ float V_CalcRoll (vec3_t angles, vec3_t velocity) { float side, sign, value; AngleVectors (angles, forward, right, up); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs (side); value = cl_rollangle->value; // if (cl.inwater) // value *= 6; if (side < cl_rollspeed->value) side = side * value / cl_rollspeed->value; else side = value; return side * sign; }