mirror of
https://github.com/libretro/libretro-tyrquake.git
synced 2024-11-27 10:10:58 +00:00
abf5b37552
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
628 lines
13 KiB
C
628 lines
13 KiB
C
/*
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_user.c -- server code for moving users
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#include "client.h"
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#include "cmd.h"
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#include "console.h"
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#include "host.h"
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#include "keys.h"
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#include "net.h"
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#include "progs.h"
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#include "protocol.h"
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#include "quakedef.h"
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#include "server.h"
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#include "sys.h"
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#include "view.h"
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#include "world.h"
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edict_t *sv_player;
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cvar_t sv_edgefriction = { "edgefriction", "2" };
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static 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 = { "sv_idealpitchscale", "0.8" };
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/*
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===============
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SV_SetIdealPitch
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===============
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*/
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#define MAX_FORWARD 6
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void
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SV_SetIdealPitch(void)
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{
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float angleval, sinval, cosval;
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trace_t trace;
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vec3_t top, bottom;
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float z[MAX_FORWARD];
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int i, j;
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int step, dir, steps;
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if (!((int)sv_player->v.flags & FL_ONGROUND))
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return;
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angleval = sv_player->v.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] = sv_player->v.origin[0] + cosval * (i + 3) * 12;
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top[1] = sv_player->v.origin[1] + sinval * (i + 3) * 12;
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top[2] = sv_player->v.origin[2] + sv_player->v.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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SV_TraceLine(top, bottom, MOVE_NOMONSTERS, sv_player, &trace);
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if (trace.allsolid)
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return; // looking at a wall, leave ideal the way is was
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if (trace.fraction == 1)
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return; // near a dropoff
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z[i] = top[2] + trace.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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sv_player->v.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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sv_player->v.idealpitch = -dir * sv_idealpitchscale.value;
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}
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/*
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==================
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SV_UserFriction
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==================
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*/
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void
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SV_UserFriction(void)
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{
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float *vel;
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float speed, newspeed, control;
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vec3_t start, stop;
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float friction;
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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] + sv_player->v.mins[2];
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stop[2] = start[2] - 34;
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SV_TraceLine(start, stop, MOVE_NOMONSTERS, sv_player, &trace);
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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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/*
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==============
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SV_Accelerate
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==============
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*/
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cvar_t sv_maxspeed = { "sv_maxspeed", "320", false, true };
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cvar_t sv_accelerate = { "sv_accelerate", "10" };
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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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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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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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void
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DropPunchAngle(void)
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{
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float len;
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len = VectorNormalize(sv_player->v.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(sv_player->v.punchangle, len, sv_player->v.punchangle);
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}
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/*
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===================
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SV_WaterMove
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===================
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*/
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void
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SV_WaterMove(void)
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{
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int i;
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vec3_t wishvel;
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float speed, newspeed, wishspeed, addspeed, accelspeed;
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//
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// user intentions
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//
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AngleVectors(sv_player->v.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 = Length(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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//
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// water friction
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//
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speed = Length(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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//
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// water acceleration
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//
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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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void
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SV_WaterJump(void)
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{
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if (sv.time > sv_player->v.teleport_time || !sv_player->v.waterlevel) {
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sv_player->v.flags = (int)sv_player->v.flags & ~FL_WATERJUMP;
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sv_player->v.teleport_time = 0;
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}
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sv_player->v.velocity[0] = sv_player->v.movedir[0];
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sv_player->v.velocity[1] = sv_player->v.movedir[1];
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}
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/*
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===================
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SV_AirMove
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===================
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*/
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void
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SV_AirMove(void)
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{
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int i;
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vec3_t wishvel;
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float fmove, smove;
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AngleVectors(sv_player->v.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 < sv_player->v.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)sv_player->v.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 (sv_player->v.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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===================
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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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*/
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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 (sv_player->v.movetype == MOVETYPE_NONE)
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return;
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onground = (int)sv_player->v.flags & FL_ONGROUND;
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origin = sv_player->v.origin;
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velocity = sv_player->v.velocity;
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DropPunchAngle();
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//
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// if dead, behave differently
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//
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if (sv_player->v.health <= 0)
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return;
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//
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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 = sv_player->v.angles;
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VectorAdd(sv_player->v.v_angle, sv_player->v.punchangle, v_angle);
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angles[ROLL] = V_CalcRoll(sv_player->v.angles, sv_player->v.velocity) * 4;
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if (!sv_player->v.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)sv_player->v.flags & FL_WATERJUMP) {
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SV_WaterJump();
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return;
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}
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//
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// walk
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//
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if ((sv_player->v.waterlevel >= 2)
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&& (sv_player->v.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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/*
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===================
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SV_ReadClientMove
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===================
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*/
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void
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SV_ReadClientMove(usercmd_t *move)
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{
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int i;
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vec3_t angle;
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int bits;
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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();
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host_client->num_pings++;
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// read current angles
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for (i = 0; i < 3; i++)
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if (sv.protocol == PROTOCOL_VERSION_FITZ)
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angle[i] = MSG_ReadAngle16();
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else
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angle[i] = MSG_ReadAngle();
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VectorCopy(angle, host_client->edict->v.v_angle);
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// read movement
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move->forwardmove = MSG_ReadShort();
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move->sidemove = MSG_ReadShort();
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move->upmove = MSG_ReadShort();
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// read buttons
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bits = MSG_ReadByte();
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host_client->edict->v.button0 = bits & 1;
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host_client->edict->v.button2 = (bits & 2) >> 1;
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i = MSG_ReadByte();
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if (i)
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host_client->edict->v.impulse = i;
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#ifdef QUAKE2
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// read light level
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host_client->edict->v.light_level = MSG_ReadByte();
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#endif
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}
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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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*/
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qboolean
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SV_ReadClientMessage(void)
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{
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int ret;
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int cmd;
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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("%s: NET_GetMessage failed\n", __func__);
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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();
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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 (msg_badread) {
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Sys_Printf("%s: badread\n", __func__);
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return false;
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}
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cmd = MSG_ReadChar();
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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("%s: unknown command char\n", __func__);
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return false;
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case clc_nop:
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//Sys_Printf ("clc_nop\n");
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break;
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case clc_stringcmd:
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s = MSG_ReadString();
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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;
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else if (strncasecmp(s, "say", 3) == 0)
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ret = 1;
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else if (strncasecmp(s, "say_team", 8) == 0)
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ret = 1;
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else if (strncasecmp(s, "tell", 4) == 0)
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ret = 1;
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else if (strncasecmp(s, "color", 5) == 0)
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ret = 1;
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else if (strncasecmp(s, "kill", 4) == 0)
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ret = 1;
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else if (strncasecmp(s, "pause", 5) == 0)
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ret = 1;
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else if (strncasecmp(s, "spawn", 5) == 0)
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ret = 1;
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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 == 1)
|
|
Cmd_ExecuteString(s, src_client);
|
|
else
|
|
Con_DPrintf("%s tried to %s\n", host_client->name, s);
|
|
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();
|
|
}
|
|
}
|