mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
6d5ffa9f8e
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 The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway.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).
610 lines
14 KiB
C
610 lines
14 KiB
C
/*
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sv_user.c
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cbuf.h"
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/keys.h"
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#include "QF/msg.h"
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#include "QF/sys.h"
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#include "world.h"
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#include "nq/include/host.h"
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#include "nq/include/server.h"
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#include "nq/include/sv_progs.h"
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cvar_t *sv_rollangle;
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cvar_t *sv_rollspeed;
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edict_t *sv_player;
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cvar_t *sv_edgefriction;
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vec3_t forward, right, up;
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vec3_t wishdir;
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float wishspeed;
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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;
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#define MAX_FORWARD 6
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/*
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FIXME duplicates V_CalcRoll in cl_view.c
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*/
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static float
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SV_CalcRoll (const vec3_t angles, const vec3_t velocity)
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{
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float side, sign, value;
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AngleVectors (angles, forward, right, up);
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs (side);
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value = sv_rollangle->value;
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// if (cl.inwater)
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// value *= 6;
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if (side < sv_rollspeed->value)
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side = side * value / sv_rollspeed->value;
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else
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side = value;
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return side * sign;
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}
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void
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SV_SetIdealPitch (void)
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{
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int dir, step, steps, i, j;
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float angleval, sinval, cosval;
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float z[MAX_FORWARD];
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trace_t tr;
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vec3_t top, bottom;
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if (!((int) SVfloat (sv_player, flags) & FL_ONGROUND))
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return;
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angleval = SVvector (sv_player, 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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top[0] = SVvector (sv_player, origin)[0] + cosval * (i + 3) * 12;
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top[1] = SVvector (sv_player, origin)[1] + sinval * (i + 3) * 12;
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top[2] = SVvector (sv_player, origin)[2] + SVvector (sv_player,
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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
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// way it 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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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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SVfloat (sv_player, 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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SVfloat (sv_player, idealpitch) = -dir * sv_idealpitchscale->value;
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}
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static void
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SV_UserFriction (void)
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{
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float *vel;
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float control, friction, speed, newspeed;
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vec3_t start, stop;
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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] + SVvector (sv_player, 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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cvar_t *sv_maxspeed;
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cvar_t *sv_accelerate;
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#if 0
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void
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SV_Accelerate (vec3_t wishvel)
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{
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int i;
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float addspeed, accelspeed;
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vec3_t pushvec;
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if (wishspeed == 0)
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return;
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VectorSubtract (wishvel, velocity, pushvec);
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addspeed = VectorNormalize (pushvec);
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accelspeed = sv_accelerate->value * host_frametime * addspeed;
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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 * pushvec[i];
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}
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#endif
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static void
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SV_Accelerate (void)
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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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static void
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SV_AirAccelerate (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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static void
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DropPunchAngle (void)
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{
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float len;
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len = VectorNormalize (SVvector (sv_player, 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 (SVvector (sv_player, punchangle), len, SVvector (sv_player,
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punchangle));
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}
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static void
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SV_WaterMove (void)
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{
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int i;
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float speed, newspeed, wishspeed, addspeed, accelspeed;
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vec3_t wishvel;
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// user intentions
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AngleVectors (SVvector (sv_player, 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 (!cmd.forwardmove && !cmd.sidemove && !cmd.upmove)
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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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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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// water friction
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speed = VectorLength (velocity);
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if (speed) {
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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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} else
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newspeed = 0;
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// water acceleration
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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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static void
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SV_WaterJump (void)
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{
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if (sv.time > SVfloat (sv_player, teleport_time) ||
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!SVfloat (sv_player, waterlevel)) {
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SVfloat (sv_player, flags) = (int) SVfloat (sv_player, flags) &
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~FL_WATERJUMP;
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SVfloat (sv_player, teleport_time) = 0;
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}
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SVvector (sv_player, velocity)[0] = SVvector (sv_player, movedir)[0];
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SVvector (sv_player, velocity)[1] = SVvector (sv_player, movedir)[1];
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}
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static void
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SV_AirMove (void)
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{
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int i;
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float fmove, smove;
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vec3_t wishvel;
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AngleVectors (SVvector (sv_player, 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 (sv.time < SVfloat (sv_player, 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) SVfloat (sv_player, 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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VectorScale (wishvel, sv_maxspeed->value / wishspeed, wishvel);
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wishspeed = sv_maxspeed->value;
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}
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if (SVfloat (sv_player, movetype) == MOVETYPE_NOCLIP) { // noclip
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VectorCopy (wishvel, velocity);
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} else if (onground) {
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SV_UserFriction ();
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SV_Accelerate ();
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} else { // not on ground, so little effect on velocity
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SV_AirAccelerate (wishvel);
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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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void
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SV_ClientThink (void)
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{
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vec3_t v_angle;
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if (SVfloat (sv_player, movetype) == MOVETYPE_NONE)
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return;
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onground = (int) SVfloat (sv_player, flags) & FL_ONGROUND;
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origin = SVvector (sv_player, origin);
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velocity = SVvector (sv_player, velocity);
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DropPunchAngle ();
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// if dead, behave differently
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if (SVfloat (sv_player, health) <= 0)
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return;
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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 = SVvector (sv_player, angles);
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VectorAdd (SVvector (sv_player, v_angle), SVvector (sv_player,
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punchangle), v_angle);
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angles[ROLL] = SV_CalcRoll (SVvector (sv_player, angles),
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SVvector (sv_player, velocity)) * 4;
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if (!SVfloat (sv_player, fixangle)) {
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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) SVfloat (sv_player, flags) & FL_WATERJUMP) {
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SV_WaterJump ();
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return;
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}
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// walk
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if ((SVfloat (sv_player, waterlevel) >= 2)
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&& (SVfloat (sv_player, movetype) != MOVETYPE_NOCLIP)) {
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SV_WaterMove ();
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return;
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}
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SV_AirMove ();
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}
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static void
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SV_ReadClientMove (usercmd_t *move)
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{
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int i, bits;
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vec3_t angle;
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// read ping time
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host_client->ping_times[host_client->num_pings % NUM_PING_TIMES]
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= sv.time - MSG_ReadFloat (net_message);
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host_client->num_pings++;
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// read current angles
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if (sv.protocol == PROTOCOL_NETQUAKE)
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MSG_ReadAngleV (net_message, angle);
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else
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MSG_ReadAngle16V (net_message, angle);
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VectorCopy (angle, SVvector (host_client->edict, v_angle));
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// read movement
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move->forwardmove = (short) MSG_ReadShort (net_message);
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move->sidemove = (short) MSG_ReadShort (net_message);
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move->upmove = (short) MSG_ReadShort (net_message);
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// read buttons
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bits = MSG_ReadByte (net_message);
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SVfloat (host_client->edict, button0) = bits & 1;
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SVfloat (host_client->edict, button2) = (bits & 2) >> 1;
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i = MSG_ReadByte (net_message);
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if (i)
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SVfloat (host_client->edict, impulse) = i;
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}
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/*
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SV_ReadClientMessage
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Returns false if the client should be killed
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*/
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static qboolean
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SV_ReadClientMessage (void)
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{
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int cmd, ret;
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const char *s;
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do {
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nextmsg:
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ret = NET_GetMessage (host_client->netconnection);
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if (ret == -1) {
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Sys_Printf ("SV_ReadClientMessage: NET_GetMessage failed\n");
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return false;
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}
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if (!ret)
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return true;
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MSG_BeginReading (net_message);
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while (1) {
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if (!host_client->active)
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return false; // a command caused an error
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if (net_message->badread) {
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Sys_Printf ("SV_ReadClientMessage: badread\n");
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return false;
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}
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cmd = MSG_ReadByte (net_message);
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switch (cmd) {
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case -1:
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goto nextmsg; // end of message
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default:
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Sys_Printf ("SV_ReadClientMessage: unknown command char\n");
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return false;
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case clc_nop:
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break;
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case clc_stringcmd:
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s = MSG_ReadString (net_message);
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if (host_client->privileged)
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ret = 2;
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else
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ret = 0;
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if (strncasecmp (s, "status", 6) == 0)
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ret = 1;
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else if (strncasecmp (s, "god", 3) == 0)
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ret = 1;
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else if (strncasecmp (s, "notarget", 8) == 0)
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ret = 1;
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else if (strncasecmp (s, "fly", 3) == 0)
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ret = 1;
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else if (strncasecmp (s, "name", 4) == 0)
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ret = 1;
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else if (strncasecmp (s, "noclip", 6) == 0)
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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 ();
|
|
}
|
|
}
|