libretro-tyrquake/NQ/sv_user.c
Kevin Shanahan 29c47cf82e server: get rid of some global state in NQ/sv_user.c
The angle vectors were always updated before use, so just keep those on
the stack and pass wishdir, wishspeed, velocity, etc. between functions as
needed.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2013-03-18 08:20:59 +10:30

590 lines
13 KiB
C

/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sv_user.c -- server code for moving users
#include "client.h"
#include "cmd.h"
#include "console.h"
#include "host.h"
#include "keys.h"
#include "net.h"
#include "progs.h"
#include "protocol.h"
#include "quakedef.h"
#include "server.h"
#include "sys.h"
#include "view.h"
#include "world.h"
edict_t *sv_player;
cvar_t sv_idealpitchscale = { "sv_idealpitchscale", "0.8" };
cvar_t sv_edgefriction = { "edgefriction", "2" };
static qboolean onground;
static usercmd_t cmd;
/*
===============
SV_SetIdealPitch
===============
*/
#define MAX_FORWARD 6
void
SV_SetIdealPitch(void)
{
float angleval, sinval, cosval;
trace_t trace;
vec3_t top, bottom;
float z[MAX_FORWARD];
int i, j;
int step, dir, steps;
if (!((int)sv_player->v.flags & FL_ONGROUND))
return;
angleval = sv_player->v.angles[YAW] * M_PI * 2 / 360;
sinval = sin(angleval);
cosval = cos(angleval);
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;
SV_TraceLine(top, bottom, MOVE_NOMONSTERS, sv_player, &trace);
if (trace.allsolid)
return; // looking at a wall, leave ideal the way is was
if (trace.fraction == 1)
return; // near a dropoff
z[i] = top[2] + trace.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) {
sv_player->v.idealpitch = 0;
return;
}
if (steps < 2)
return;
sv_player->v.idealpitch = -dir * sv_idealpitchscale.value;
}
/*
==================
SV_UserFriction
==================
*/
static void
SV_UserFriction(const vec3_t origin, vec3_t velocity)
{
vec_t speed, newspeed, control, friction;
vec3_t start, stop;
trace_t trace;
speed = sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
if (!speed)
return;
// if the leading edge is over a dropoff, increase friction
start[0] = stop[0] = origin[0] + velocity[0] / speed * 16;
start[1] = stop[1] = origin[1] + velocity[1] / speed * 16;
start[2] = origin[2] + sv_player->v.mins[2];
stop[2] = start[2] - 34;
SV_TraceLine(start, stop, MOVE_NOMONSTERS, sv_player, &trace);
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;
velocity[0] = velocity[0] * newspeed;
velocity[1] = velocity[1] * newspeed;
velocity[2] = velocity[2] * newspeed;
}
/*
==============
SV_Accelerate
==============
*/
cvar_t sv_maxspeed = { "sv_maxspeed", "320", false, true };
cvar_t sv_accelerate = { "sv_accelerate", "10" };
static void
SV_Accelerate(const vec3_t wishdir, const vec_t wishspeed, vec3_t velocity)
{
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, const vec_t wishspeed, vec3_t velocity)
{
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 * 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(sv_player->v.punchangle);
len -= 10 * host_frametime;
if (len < 0)
len = 0;
VectorScale(sv_player->v.punchangle, len, sv_player->v.punchangle);
}
/*
===================
SV_WaterMove
===================
*/
static void
SV_WaterMove(vec3_t velocity)
{
int i;
vec3_t wishvel, forward, right, up;
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;
}
wishspeed *= 0.7;
//
// 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];
}
static 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
===================
*/
static void
SV_AirMove(const vec3_t origin, vec3_t velocity)
{
int i;
vec3_t wishvel, wishdir, forward, right, up;
vec_t wishspeed, 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(origin, velocity);
SV_Accelerate(wishdir, wishspeed, velocity);
} else { // not on ground, so little effect on velocity
SV_AirAccelerate(wishvel, wishspeed, velocity);
}
}
/*
===================
SV_ClientThink
the move fields specify an intended velocity in pix/sec
the angle fields specify an exact angular motion in degrees
===================
*/
static void
SV_ClientThink(void)
{
vec3_t v_angle;
vec_t *angles, *velocity;
const vec_t *origin;
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(velocity);
return;
}
SV_AirMove(origin, velocity);
}
/*
===================
SV_ReadClientMove
===================
*/
static 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++)
if (sv.protocol == PROTOCOL_VERSION_FITZ)
angle[i] = MSG_ReadAngle16();
else
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;
i = MSG_ReadByte();
if (i)
host_client->edict->v.impulse = i;
#ifdef QUAKE2
// read light level
host_client->edict->v.light_level = MSG_ReadByte();
#endif
}
/*
===================
SV_ReadClientMessage
Returns false if the client should be killed
===================
*/
static qboolean
SV_ReadClientMessage(void)
{
int ret;
int cmd;
char *message;
do {
nextmsg:
ret = NET_GetMessage(host_client->netconnection);
if (ret == -1) {
Sys_Printf("%s: NET_GetMessage failed\n", __func__);
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("%s: badread\n", __func__);
return false;
}
cmd = MSG_ReadChar();
switch (cmd) {
case -1:
goto nextmsg; // end of message
default:
Sys_Printf("%s: unknown command char\n", __func__);
return false;
case clc_nop:
//Sys_Printf ("clc_nop\n");
break;
case clc_stringcmd:
message = MSG_ReadString();
ret = 0;
if (strncasecmp(message, "status", 6) == 0)
ret = 1;
else if (strncasecmp(message, "god", 3) == 0)
ret = 1;
else if (strncasecmp(message, "notarget", 8) == 0)
ret = 1;
else if (strncasecmp(message, "fly", 3) == 0)
ret = 1;
else if (strncasecmp(message, "name", 4) == 0)
ret = 1;
else if (strncasecmp(message, "noclip", 6) == 0)
ret = 1;
else if (strncasecmp(message, "say", 3) == 0)
ret = 1;
else if (strncasecmp(message, "say_team", 8) == 0)
ret = 1;
else if (strncasecmp(message, "tell", 4) == 0)
ret = 1;
else if (strncasecmp(message, "color", 5) == 0)
ret = 1;
else if (strncasecmp(message, "kill", 4) == 0)
ret = 1;
else if (strncasecmp(message, "pause", 5) == 0)
ret = 1;
else if (strncasecmp(message, "spawn", 5) == 0)
ret = 1;
else if (strncasecmp(message, "begin", 5) == 0)
ret = 1;
else if (strncasecmp(message, "prespawn", 8) == 0)
ret = 1;
else if (strncasecmp(message, "kick", 4) == 0)
ret = 1;
else if (strncasecmp(message, "ping", 4) == 0)
ret = 1;
else if (strncasecmp(message, "give", 4) == 0)
ret = 1;
else if (strncasecmp(message, "ban", 3) == 0)
ret = 1;
if (ret == 1)
Cmd_ExecuteString(message, src_client);
else
Con_DPrintf("%s tried to %s\n",
host_client->name, message);
break;
case clc_disconnect:
//Sys_Printf ("%s: client disconnected\n", __func__);
return false;
case clc_move:
SV_ReadClientMove(&host_client->cmd);
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()) {
/* client misbehaved... */
SV_DropClient(false);
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();
}
}