// sv_user.c -- server code for moving users /* * $Header: /H2 Mission Pack/SV_USER.C 6 3/13/98 1:51p Mgummelt $ */ #include "quakedef.h" edict_t *sv_player = NULL; extern cvar_t sv_friction; cvar_t sv_edgefriction = {"edgefriction", "2"}; extern cvar_t sv_stopspeed; static 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 = {"sv_idealpitchscale","0.8"}; cvar_t sv_idealrollscale = {"sv_idealrollscale","0.8"}; /* =============== SV_SetIdealPitch =============== */ #define MAX_FORWARD 6 void SV_SetIdealPitch (void) { float angleval, sinval, cosval; trace_t tr; vec3_t top, bottom; float z[MAX_FORWARD]; int i, j; int step, dir, steps; float save_hull; if (!((int)sv_player->v.flags & FL_ONGROUND)) return; if (sv_player->v.movetype==MOVETYPE_FLY) return; angleval = sv_player->v.angles[YAW] * M_PI*2 / 360; sinval = sin(angleval); cosval = cos(angleval); save_hull = sv_player->v.hull; sv_player->v.hull = 0; for (i=0 ; iv.origin[0] + cosval*(i+3)*12; top[1] = sv_player->v.origin[1] + sinval*(i+3)*12; top[2] = sv_player->v.origin[2] + sv_player->v.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) || // looking at a wall, leave ideal the way is was (tr.fraction == 1))// near a dropoff { sv_player->v.hull = save_hull; return; } z[i] = top[2] + tr.fraction*(bottom[2]-top[2]); } sv_player->v.hull = save_hull; //restore dir = 0; steps = 0; for (j=1 ; j -ON_EPSILON && step < ON_EPSILON) continue; if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) ) return; // mixed changes steps++; dir = step; } if (!dir) { sv_player->v.idealpitch = 0; return; } if (steps < 2) return; sv_player->v.idealpitch = -dir * sv_idealpitchscale.value; } /* ================== SV_UserFriction ================== */ void SV_UserFriction (void) { float *vel; float speed, newspeed, control; vec3_t start, stop; float friction; trace_t trace; float save_hull; 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] + sv_player->v.mins[2]; stop[2] = start[2] - 34; save_hull = sv_player->v.hull; sv_player->v.hull = 0; trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, sv_player); sv_player->v.hull = save_hull; if (trace.fraction == 1.0) friction = sv_friction.value*sv_edgefriction.value*sv_player->v.friction; else friction = sv_friction.value*sv_player->v.friction; // if(sv_player->v.friction!=1)//reset their friction to 1, only a trigger touching can change it again // sv_player->v.friction=1; // 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; } /* ============== SV_Accelerate ============== */ //cvar_t sv_maxspeed = {"sv_maxspeed", "320", false, true}; cvar_t sv_maxspeed = {"sv_maxspeed", "640", false, true}; cvar_t sv_accelerate = {"sv_accelerate", "10"}; /* Old values before the id 1.07 update cvar_t sv_maxspeed = {"sv_maxspeed", "640", false, true}; cvar_t sv_accelerate = {"sv_accelerate", "100"}; */ #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 (sv_player->v.punchangle); len -= 10*host_frametime; if (len < 0) len = 0; VectorScale (sv_player->v.punchangle, len, sv_player->v.punchangle); } /* =================== SV_FlightMove: this is just the same as SV_WaterMove but with a few changes to make it flight =================== */ void SV_FlightMove (void) { int i; vec3_t wishvel; float speed, newspeed, wishspeed, addspeed, accelspeed; // cl.pitchvel = v_centerspeed.value; cl.nodrift = false; cl.driftmove = 0; // // user intentions // AngleVectors (sv_player->v.v_angle, forward, right, up); for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*cmd.forwardmove + right[i]*cmd.sidemove + up[i]* cmd.upmove; wishspeed = Length(wishvel); if (wishspeed > sv_maxspeed.value) { VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel); wishspeed = sv_maxspeed.value; } // // 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]; } /* =================== SV_WaterMove =================== */ void SV_WaterMove (void) { int i; vec3_t wishvel; float speed, newspeed, wishspeed, addspeed, accelspeed; // // user intentions // AngleVectors (sv_player->v.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; } if (sv_player->v.playerclass==CLASS_DEMON) // Paladin Special Ability #1 - unrestricted movement in water wishspeed *= 0.5; else if (sv_player->v.playerclass!=CLASS_PALADIN) // Paladin Special Ability #1 - unrestricted movement in water wishspeed *= 0.7; else if (sv_player->v.level == 1) wishspeed *= 0.75; else if (sv_player->v.level == 2) wishspeed *= 0.80; else if ((sv_player->v.level == 3) || (sv_player->v.level == 4)) wishspeed *= 0.85; else if ((sv_player->v.level == 5) || (sv_player->v.level == 6)) wishspeed *= 0.90; else if ((sv_player->v.level == 7) || (sv_player->v.level == 8)) wishspeed *= 0.95; else wishspeed = wishspeed; // // 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 > sv_player->v.teleport_time || !sv_player->v.waterlevel) { sv_player->v.flags = (int)sv_player->v.flags & ~FL_WATERJUMP; sv_player->v.teleport_time = 0; } sv_player->v.velocity[0] = sv_player->v.movedir[0]; sv_player->v.velocity[1] = sv_player->v.movedir[1]; } /* =================== SV_AirMove =================== */ void SV_AirMove (void) { int i; vec3_t wishvel; float fmove, smove; AngleVectors (sv_player->v.angles, forward, right, up); fmove = cmd.forwardmove; smove = cmd.sidemove; // hack to not let you back into teleporter if (sv.time < sv_player->v.teleport_time && fmove < 0) fmove = 0; for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*fmove + right[i]*smove; if ( (int)sv_player->v.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 ( sv_player->v.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 (sv_player->v.movetype == MOVETYPE_NONE) return; onground = (int)sv_player->v.flags & FL_ONGROUND; origin = sv_player->v.origin; velocity = sv_player->v.velocity; DropPunchAngle (); // // if dead, behave differently // if (sv_player->v.health <= 0) return; // // angles // show 1/3 the pitch angle and all the roll angle cmd = host_client->cmd; angles = sv_player->v.angles; VectorAdd (sv_player->v.v_angle, sv_player->v.punchangle, v_angle); angles[ROLL] = V_CalcRoll (sv_player->v.angles, sv_player->v.velocity)*4; if (!sv_player->v.fixangle) { angles[PITCH] = -v_angle[PITCH]/3; angles[YAW] = v_angle[YAW]; } if ( (int)sv_player->v.flags & FL_WATERJUMP ) { SV_WaterJump (); return; } // // walk // if ( (sv_player->v.waterlevel >= 2) && (sv_player->v.movetype != MOVETYPE_NOCLIP) ) { SV_WaterMove (); return; } else if (sv_player->v.movetype == MOVETYPE_FLY) { SV_FlightMove (); return; } SV_AirMove (); } /* =================== SV_ReadClientMove =================== */ void SV_ReadClientMove (usercmd_t *move) { int i; vec3_t angle; int bits; // read ping time host_client->ping_times[host_client->num_pings%NUM_PING_TIMES] = sv.time - MSG_ReadFloat (); host_client->num_pings++; // read current angles for (i=0 ; i<3 ; i++) angle[i] = MSG_ReadAngle (); VectorCopy (angle, host_client->edict->v.v_angle); // read movement move->forwardmove = MSG_ReadShort (); move->sidemove = MSG_ReadShort (); move->upmove = MSG_ReadShort (); // read buttons bits = MSG_ReadByte (); host_client->edict->v.button0 = bits & 1; host_client->edict->v.button2 = (bits & 2)>>1; if (bits & 4) // crouched? host_client->edict->v.flags2 = ((int)host_client->edict->v.flags2) | FL2_CROUCHED; else host_client->edict->v.flags2 = ((int)host_client->edict->v.flags2) & (~FL2_CROUCHED); i = MSG_ReadByte (); if (i) host_client->edict->v.impulse = i; #ifdef QUAKE2RJ // read light level host_client->edict->v.light_level = MSG_ReadByte (); #endif } /* =================== SV_ReadClientMessage Returns false if the client should be killed =================== */ qboolean SV_ReadClientMessage (void) { int ret; int cmd; 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 (); while (1) { if (!host_client->active) return false; // a command caused an error if (msg_badread) { Sys_Printf ("SV_ReadClientMessage: badread\n"); return false; } cmd = MSG_ReadChar (); switch (cmd) { case -1: goto nextmsg; // end of message 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 (host_client->privileged) ret = 2; else ret = 0; if (Q_strncasecmp(s, "status", 6) == 0) ret = 1; else if (Q_strncasecmp(s, "god", 3) == 0) ret = 1; else if (Q_strncasecmp(s, "notarget", 8) == 0) ret = 1; else if (Q_strncasecmp(s, "fly", 3) == 0) ret = 1; else if (Q_strncasecmp(s, "name", 4) == 0) ret = 1; else if (Q_strncasecmp(s, "playerclass", 11) == 0) ret = 1; else if (Q_strncasecmp(s, "noclip", 6) == 0) ret = 1; else if (Q_strncasecmp(s, "say", 3) == 0) ret = 1; else if (Q_strncasecmp(s, "say_team", 8) == 0) ret = 1; else if (Q_strncasecmp(s, "tell", 4) == 0) ret = 1; else if (Q_strncasecmp(s, "color", 5) == 0) ret = 1; else if (Q_strncasecmp(s, "kill", 4) == 0) ret = 1; else if (Q_strncasecmp(s, "pause", 5) == 0) ret = 1; else if (Q_strncasecmp(s, "spawn", 5) == 0) ret = 1; else if (Q_strncasecmp(s, "begin", 5) == 0) ret = 1; else if (Q_strncasecmp(s, "prespawn", 8) == 0) ret = 1; else if (Q_strncasecmp(s, "kick", 4) == 0) ret = 1; else if (Q_strncasecmp(s, "ping", 4) == 0) ret = 1; else if (Q_strncasecmp(s, "give", 4) == 0) ret = 1; else if (Q_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: // Sys_Printf ("SV_ReadClientMessage: client disconnected\n"); return false; case clc_move: SV_ReadClientMove (&host_client->cmd); break; case clc_inv_select: host_client->edict->v.inventory = MSG_ReadByte(); break; case clc_frame: host_client->last_frame = MSG_ReadByte(); host_client->last_sequence = MSG_ReadByte(); break; } } } while (ret == 1); return true; } /* ================== SV_RunClients ================== */ void SV_RunClients (void) { int i; for (i=0, host_client = svs.clients ; iactive) 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 (); } } /* * $Log: /H2 Mission Pack/SV_USER.C $ * * 6 3/13/98 1:51p Mgummelt * Fixed friction_change entity to work, made checkbottom use the hull * mins/maxs for it's checks, not the bounding box's. * * 5 3/13/98 12:02p Jmonroe * more fixes for hullforent * * 4 2/09/98 11:43a Jmonroe * * 3 2/02/98 10:28a Mgummelt * * 21 8/26/97 11:41a Rlove * * 20 8/26/97 11:38a Rlove * * 19 8/26/97 10:29a Rjohnson * Made flags2 be set when a player crouches * * 18 8/26/97 8:17a Rjohnson * Just a few changes * * 17 8/04/97 2:22p Rjohnson * Included light level for the player * * 16 7/24/97 5:21p Rlove * * 15 7/09/97 6:08a Rlove * * 14 7/08/97 9:12a Rlove * * 13 6/05/97 4:42p Rlove * Flight mode is network friendly now. * * 12 5/31/97 10:01a Rlove * Had to up sv_maxspeed so haste would work * * 11 4/04/97 3:07p Rjohnson * Networking updates and corrections * * 10 3/31/97 7:24p Rjohnson * Added a playerclass field and made sure the server/clients handle it * properly * * 9 3/15/97 3:08p Rlove * Added COMA console command * * 8 3/07/97 2:19p Rjohnson * Id Updates * * 7 3/03/97 5:00p Rjohnson * Added spawn flags and code to prevent items flagged from being spawned * * 6 2/18/97 4:47p Rjohnson * Added headers */