quakeforge/nq/source/sv_user.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

705 lines
16 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"
int sv_nostep;
static cvar_t sv_nostep_cvar = {
.name = "sv_nostep",
.description =
"None",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &sv_nostep },
};
float sv_rollangle;
static cvar_t sv_rollangle_cvar = {
.name = "cl_rollangle",
.description =
"How much your screen tilts when strafing",
.default_value = "2.0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &sv_rollangle },
};
float sv_rollspeed;
static cvar_t sv_rollspeed_cvar = {
.name = "cl_rollspeed",
.description =
"How quickly you straighten out after strafing",
.default_value = "200",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &sv_rollspeed },
};
edict_t *sv_player;
float sv_edgefriction;
static cvar_t sv_edgefriction_cvar = {
.name = "edgefriction",
.description =
"None",
.default_value = "2",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &sv_edgefriction },
};
vec3_t forward, right, up;
vec3_t wishdir;
float wishspeed;
// world
float *angles;
float *origin;
float *velocity;
qboolean onground;
usercmd_t cmd;
float sv_idealpitchscale;
static cvar_t sv_idealpitchscale_cvar = {
.name = "sv_idealpitchscale",
.description =
"None",
.default_value = "0.8",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &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;
// if (cl.inwater)
// value *= 6;
if (side < sv_rollspeed)
side = side * value / sv_rollspeed;
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;
}
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 * sv_edgefriction;
else
friction = sv_friction;
// apply friction
control = speed < sv_stopspeed ? sv_stopspeed : 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;
}
float sv_maxspeed;
static cvar_t sv_maxspeed_cvar = {
.name = "sv_maxspeed",
.description =
"None",
.default_value = "320",
.flags = CVAR_SERVERINFO,
.value = { .type = &cexpr_float, .value = &sv_maxspeed },
};
float sv_accelerate;
static cvar_t sv_accelerate_cvar = {
.name = "sv_accelerate",
.description =
"None",
.default_value = "10",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &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 * 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 * 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 * host_frametime;
accelspeed = sv_accelerate * 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) {
VectorScale (wishvel, sv_maxspeed / wishspeed, wishvel);
wishspeed = sv_maxspeed;
}
wishspeed *= 0.7;
// water friction
speed = VectorLength (velocity);
if (speed) {
newspeed = speed - host_frametime * speed * sv_friction;
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 * 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) {
VectorScale (wishvel, sv_maxspeed / wishspeed, wishvel);
wishspeed = sv_maxspeed;
}
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)
{
unsigned 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 ();
}
}
static void
sv_rollspeed_f (void *data, const cvar_t *cvar)
{
sv_rollspeed = *(float *) cvar->value.value;
}
static void
sv_rollangle_f (void *data, const cvar_t *cvar)
{
sv_rollangle = *(float *) cvar->value.value;
}
void
SV_User_Init_Cvars (void)
{
//NOTE: the cl/sv clash is deliberate: dedicated server will use the right
//vars, but client/server combo will use the one.
if (isDedicated) {
Cvar_Register (&sv_rollspeed_cvar, 0, 0);
Cvar_Register (&sv_rollangle_cvar, 0, 0);
} else {
cvar_t *var;
var = Cvar_FindVar ("cl_rollspeed");
Cvar_AddListener (var, sv_rollspeed_f, 0);
sv_rollspeed = *(float *) var->value.value;
var = Cvar_FindVar ("cl_rollangle");
Cvar_AddListener (var, sv_rollangle_f, 0);
sv_rollangle = *(float *) var->value.value;
}
Cvar_Register (&sv_edgefriction_cvar, 0, 0);
Cvar_Register (&sv_maxspeed_cvar, Cvar_Info, &sv_maxspeed);
Cvar_Register (&sv_accelerate_cvar, 0, 0);
Cvar_Register (&sv_idealpitchscale_cvar, 0, 0);
Cvar_Register (&sv_nostep_cvar, 0, 0);
}