quakeforge/nq/source/sv_user.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00

610 lines
14 KiB
C

/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cbuf.h"
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "world.h"
#include "nq/include/host.h"
#include "nq/include/server.h"
#include "nq/include/sv_progs.h"
cvar_t *sv_rollangle;
cvar_t *sv_rollspeed;
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
/*
FIXME duplicates V_CalcRoll in cl_view.c
*/
static float
SV_CalcRoll (const vec3_t angles, const 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 = sv_rollangle->value;
// if (cl.inwater)
// value *= 6;
if (side < sv_rollspeed->value)
side = side * value / sv_rollspeed->value;
else
side = value;
return side * sign;
}
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;
}
static 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
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 (SVvector (sv_player, punchangle));
len -= 10 * host_frametime;
if (len < 0)
len = 0;
VectorScale (SVvector (sv_player, punchangle), len, SVvector (sv_player,
punchangle));
}
static 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 = VectorLength (wishvel);
if (wishspeed > sv_maxspeed->value) {
VectorScale (wishvel, sv_maxspeed->value / wishspeed, wishvel);
wishspeed = sv_maxspeed->value;
}
wishspeed *= 0.7;
// 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 > 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];
}
static 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] = SV_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 ();
}
static 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
if (sv.protocol == PROTOCOL_NETQUAKE)
MSG_ReadAngleV (net_message, angle);
else
MSG_ReadAngle16V (net_message, angle);
VectorCopy (angle, SVvector (host_client->edict, v_angle));
// read movement
move->forwardmove = (short) MSG_ReadShort (net_message);
move->sidemove = (short) MSG_ReadShort (net_message);
move->upmove = (short) 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
*/
static qboolean
SV_ReadClientMessage (void)
{
int cmd, ret;
const 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 (net_message);
while (1) {
if (!host_client->active)
return false; // a command caused an error
if (net_message->badread) {
Sys_Printf ("SV_ReadClientMessage: badread\n");
return false;
}
cmd = MSG_ReadByte (net_message);
switch (cmd) {
case -1:
goto nextmsg; // end of message
default:
Sys_Printf ("SV_ReadClientMessage: unknown command char\n");
return false;
case clc_nop:
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 (host_cbuf, s);
else if (ret == 1)
Cmd_ExecuteString (s, src_client);
else
Sys_MaskPrintf (SYS_DEV, "%s tried to %s\n",
host_client->name, s);
break;
case clc_disconnect:
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 || host_in_game))
SV_ClientThink ();
}
}