hexen2/H2MP/code/SV_USER.C
2000-11-10 00:00:00 +00:00

799 lines
17 KiB
C

// 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 ; i<MAX_FORWARD ; i++)
{
top[0] = sv_player->v.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<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)
{
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 ; 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 ();
}
}
/*
* $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
*/