]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
reverted noclip movement to quake behavior (commented out the free movement call...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 8 Aug 2003 22:06:08 +0000 (22:06 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 8 Aug 2003 22:06:08 +0000 (22:06 +0000)
ported sv_user.qc to C (C -> QC -> C again) because it greatly reduces the amount of code and makes it a bit more maintainable

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3376 d7cf8633-e32d-0410-b094-e92efae38249

sv_user.c

index 8e4999b9fe9e73391cfa0e5be5ace654c18e97f4..5bfa0c4c5a1f0f18d097a60b9ad1c0cdf9c85377 100644 (file)
--- a/sv_user.c
+++ b/sv_user.c
@@ -29,19 +29,7 @@ cvar_t sv_idealpitchscale = {0, "sv_idealpitchscale","0.8"};
 cvar_t sv_maxspeed = {CVAR_NOTIFY, "sv_maxspeed", "320"};
 cvar_t sv_accelerate = {0, "sv_accelerate", "10"};
 
-static vec3_t forward, right, up;
-
-vec3_t wishdir;
-float wishspeed;
-
-// world
-float *angles;
-float *origin;
-float *velocity;
-
-qboolean onground;
-
-usercmd_t cmd;
+static usercmd_t cmd;
 
 
 /*
@@ -115,6 +103,11 @@ void SV_SetIdealPitch (void)
        sv_player->v->idealpitch = -dir * sv_idealpitchscale.value;
 }
 
+#if 0
+static vec3_t wishdir;
+static float wishspeed;
+
+static qboolean onground;
 
 /*
 ==================
@@ -124,20 +117,18 @@ SV_UserFriction
 */
 void SV_UserFriction (void)
 {
-       float *vel, speed, newspeed, control, friction;
+       float speed, newspeed, control, friction;
        vec3_t start, stop;
        trace_t trace;
 
-       vel = velocity;
-
-       speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
+       speed = sqrt(sv_player->v->velocity[0]*sv_player->v->velocity[0]+sv_player->v->velocity[1]*sv_player->v->velocity[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];
+       start[0] = stop[0] = sv_player->v->origin[0] + sv_player->v->velocity[0]/speed*16;
+       start[1] = stop[1] = sv_player->v->origin[1] + sv_player->v->velocity[1]/speed*16;
+       start[2] = sv_player->v->origin[2] + sv_player->v->mins[2];
        stop[2] = start[2] - 34;
 
        trace = SV_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, sv_player);
@@ -156,9 +147,7 @@ void SV_UserFriction (void)
        else
                newspeed /= speed;
 
-       vel[0] = vel[0] * newspeed;
-       vel[1] = vel[1] * newspeed;
-       vel[2] = vel[2] * newspeed;
+       VectorScale(sv_player->v->velocity, newspeed, sv_player->v->velocity);
 }
 
 /*
@@ -171,7 +160,7 @@ void SV_Accelerate (void)
        int i;
        float addspeed, accelspeed, currentspeed;
 
-       currentspeed = DotProduct (velocity, wishdir);
+       currentspeed = DotProduct (sv_player->v->velocity, wishdir);
        addspeed = wishspeed - currentspeed;
        if (addspeed <= 0)
                return;
@@ -180,7 +169,7 @@ void SV_Accelerate (void)
                accelspeed = addspeed;
 
        for (i=0 ; i<3 ; i++)
-               velocity[i] += accelspeed*wishdir[i];
+               sv_player->v->velocity[i] += accelspeed*wishdir[i];
 }
 
 void SV_AirAccelerate (vec3_t wishveloc)
@@ -191,7 +180,7 @@ void SV_AirAccelerate (vec3_t wishveloc)
        wishspd = VectorNormalizeLength (wishveloc);
        if (wishspd > 30)
                wishspd = 30;
-       currentspeed = DotProduct (velocity, wishveloc);
+       currentspeed = DotProduct (sv_player->v->velocity, wishveloc);
        addspeed = wishspd - currentspeed;
        if (addspeed <= 0)
                return;
@@ -200,7 +189,7 @@ void SV_AirAccelerate (vec3_t wishveloc)
                accelspeed = addspeed;
 
        for (i=0 ; i<3 ; i++)
-               velocity[i] += accelspeed*wishveloc[i];
+               sv_player->v->velocity[i] += accelspeed*wishveloc[i];
 }
 
 
@@ -240,16 +229,13 @@ void SV_FreeMove (void)
        AngleVectors (sv_player->v->v_angle, forward, right, up);
 
        for (i = 0; i < 3; i++)
-               velocity[i] = forward[i] * cmd.forwardmove + right[i] * cmd.sidemove;
+               sv_player->v->velocity[i] = forward[i] * cmd.forwardmove + right[i] * cmd.sidemove;
 
-       velocity[2] += cmd.upmove;
+       sv_player->v->velocity[2] += cmd.upmove;
 
-       wishspeed = VectorLength (velocity);
+       wishspeed = VectorLength(sv_player->v->velocity);
        if (wishspeed > sv_maxspeed.value)
-       {
-               VectorScale (velocity, sv_maxspeed.value / wishspeed, velocity);
-               wishspeed = sv_maxspeed.value;
-       }
+               VectorScale(sv_player->v->velocity, sv_maxspeed.value / wishspeed, sv_player->v->velocity);
 }
 
 /*
@@ -285,14 +271,14 @@ void SV_WaterMove (void)
        wishspeed *= 0.7;
 
        // water friction
-       speed = VectorLength (velocity);
+       speed = VectorLength(sv_player->v->velocity);
        if (speed)
        {
                newspeed = speed - sv.frametime * speed * sv_friction.value;
                if (newspeed < 0)
                        newspeed = 0;
                temp = newspeed/speed;
-               VectorScale (velocity, temp, velocity);
+               VectorScale(sv_player->v->velocity, temp, sv_player->v->velocity);
        }
        else
                newspeed = 0;
@@ -311,7 +297,7 @@ void SV_WaterMove (void)
                accelspeed = addspeed;
 
        for (i=0 ; i<3 ; i++)
-               velocity[i] += accelspeed * wishvel[i];
+               sv_player->v->velocity[i] += accelspeed * wishvel[i];
 }
 
 void SV_WaterJump (void)
@@ -368,7 +354,7 @@ void SV_AirMove (void)
        if (sv_player->v->movetype == MOVETYPE_NOCLIP)
        {
                // noclip
-               VectorCopy (wishvel, velocity);
+               VectorCopy (wishvel, sv_player->v->velocity);
        }
        else if ( onground )
        {
@@ -399,30 +385,22 @@ void SV_ClientThink (void)
 
        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;
 
+       // angles
+       // show 1/3 the pitch angle and all the roll angle
        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;
+       sv_player->v->angles[ROLL] = V_CalcRoll (sv_player->v->angles, sv_player->v->velocity)*4;
        if (!sv_player->v->fixangle)
        {
-               // LordHavoc: pitch was ugly to begin with...  removed except in water
-               if (sv_player->v->waterlevel >= 2)
-                       angles[PITCH] = -v_angle[PITCH]/3;
-               else
-                       angles[PITCH] = 0;
-               angles[YAW] = v_angle[YAW];
+               sv_player->v->angles[PITCH] = -v_angle[PITCH]/3;
+               sv_player->v->angles[YAW] = v_angle[YAW];
        }
 
        if ( (int)sv_player->v->flags & FL_WATERJUMP )
@@ -431,14 +409,15 @@ void SV_ClientThink (void)
                return;
        }
 
+       /*
        // Player is (somehow) outside of the map, or flying, or noclipping
-       if (SV_TestEntityPosition (sv_player)
-        || sv_player->v->movetype == MOVETYPE_FLY
-        || sv_player->v->movetype == MOVETYPE_NOCLIP)
+       if (sv_player->v->movetype != MOVETYPE_NOCLIP && (sv_player->v->movetype == MOVETYPE_FLY || SV_TestEntityPosition (sv_player)))
+       //if (sv_player->v->movetype == MOVETYPE_NOCLIP || sv_player->v->movetype == MOVETYPE_FLY || SV_TestEntityPosition (sv_player))
        {
                SV_FreeMove ();
                return;
        }
+       */
 
        // walk
        if ((sv_player->v->waterlevel >= 2) && (sv_player->v->movetype != MOVETYPE_NOCLIP))
@@ -450,6 +429,175 @@ void SV_ClientThink (void)
        SV_AirMove ();
 }
 
+#else
+
+extern cvar_t cl_rollspeed;
+extern cvar_t cl_rollangle;
+void SV_ClientThink(void)
+{
+       int j;
+       vec3_t wishvel, wishdir, v, v_forward, v_right, v_up, start, stop;
+       float wishspeed, f, limit;
+       trace_t trace;
+
+       if (sv_player->v->movetype == MOVETYPE_NONE)
+               return;
+
+       f = DotProduct(sv_player->v->punchangle, sv_player->v->punchangle);
+       if (f)
+       {
+               limit = sqrt(f);
+               f = (limit - 10 * sv.frametime);
+               f /= limit;
+               f = max(0, f);
+               VectorScale(sv_player->v->punchangle, f, sv_player->v->punchangle);
+       }
+
+       // if dead, behave differently
+       if (sv_player->v->health <= 0)
+               return;
+
+       AngleVectors(sv_player->v->v_angle, v_forward, v_right, v_up);
+       // show 1/3 the pitch angle and all the roll angle
+       f = DotProduct(sv_player->v->velocity, v_right) * (1.0 / cl_rollspeed.value);
+       sv_player->v->angles[2] = bound(-1, f, 1) * cl_rollangle.value * 4;
+       if (!sv_player->v->fixangle)
+       {
+               sv_player->v->angles[0] = (sv_player->v->v_angle[0] + sv_player->v->punchangle[0]) * -0.333;
+               sv_player->v->angles[1] = sv_player->v->v_angle[1] + sv_player->v->punchangle[1];
+       }
+
+       if ((int)sv_player->v->flags & FL_WATERJUMP)
+       {
+               sv_player->v->velocity[0] = sv_player->v->movedir[0];
+               sv_player->v->velocity[1] = sv_player->v->movedir[1];
+               if (sv.time > sv_player->v->teleport_time || sv_player->v->waterlevel == 0)
+               {
+                       sv_player->v->flags = (int)sv_player->v->flags - ((int)sv_player->v->flags & FL_WATERJUMP);
+                       sv_player->v->teleport_time = 0;
+               }
+               return;
+       }
+
+       // swim
+       if (sv_player->v->waterlevel >= 2)
+       if (sv_player->v->movetype != MOVETYPE_NOCLIP)
+       {
+               if (host_client->cmd.forwardmove == 0 && host_client->cmd.sidemove == 0 && host_client->cmd.upmove == 0)
+               {
+                       // drift towards bottom
+                       wishvel[0] = 0;
+                       wishvel[1] = 0;
+                       wishvel[2] = -60;
+               }
+               else
+               {
+                       for (j = 0;j < 3;j++)
+                               wishvel[j] = v_forward[j] * host_client->cmd.forwardmove + v_right[j] * host_client->cmd.sidemove;
+                       wishvel[2] += host_client->cmd.upmove;
+               }
+
+               wishspeed = VectorLength(wishvel);
+               wishspeed = min(wishspeed, sv_maxspeed.value) * 0.7;
+
+               // water friction
+               f = VectorLength(sv_player->v->velocity) * (1 - sv.frametime * sv_friction.value);
+               if (f > 0)
+                       f /= VectorLength(sv_player->v->velocity);
+               else
+                       f = 0;
+               VectorScale(sv_player->v->velocity, f, sv_player->v->velocity);
+
+               // water acceleration
+               if (wishspeed <= f)
+                       return;
+
+               f = wishspeed - f;
+               limit = sv_accelerate.value * wishspeed * sv.frametime;
+               if (f > limit)
+                       f = limit;
+               limit = VectorLength(wishvel);
+               if (limit)
+                       f /= limit;
+               VectorMA(sv_player->v->velocity, f, wishvel, sv_player->v->velocity);
+               return;
+       }
+
+       // if not flying, move horizontally only
+       if (sv_player->v->movetype != MOVETYPE_FLY)
+       {
+               VectorClear(wishvel);
+               wishvel[1] = sv_player->v->v_angle[1];
+               AngleVectors(wishvel, v_forward, v_right, v_up);
+       }
+
+       // hack to not let you back into teleporter
+       VectorScale(v_right, host_client->cmd.sidemove, wishvel);
+       if (sv.time >= sv_player->v->teleport_time || host_client->cmd.forwardmove > 0)
+               VectorMA(wishvel, host_client->cmd.forwardmove, v_forward, wishvel);
+       if (sv_player->v->movetype != MOVETYPE_WALK)
+               wishvel[2] += cmd.upmove;
+
+       VectorCopy(wishvel, wishdir);
+       VectorNormalize(wishdir);
+       wishspeed = VectorLength(wishvel);
+       if (wishspeed > sv_maxspeed.value)
+               wishspeed = sv_maxspeed.value;
+
+       if (sv_player->v->movetype == MOVETYPE_NOCLIP || sv_player->v->movetype == MOVETYPE_FLY)
+       {
+               VectorScale(wishdir, wishspeed, sv_player->v->velocity);
+               return;
+       }
+
+       if ((int)sv_player->v->flags & FL_ONGROUND) // walking
+       {
+               // friction
+               f = sv_player->v->velocity[0] * sv_player->v->velocity[0] + sv_player->v->velocity[1] * sv_player->v->velocity[1];
+               if (f)
+               {
+                       f = sqrt(f);
+                       VectorCopy(sv_player->v->velocity, v);
+                       v[2] = 0;
+
+                       // if the leading edge is over a dropoff, increase friction
+                       limit = 16.0f / f;
+                       VectorMA(sv_player->v->origin, limit, v, v);
+                       v[2] += sv_player->v->mins[2];
+
+                       VectorCopy(v, start);
+                       VectorCopy(v, stop);
+                       stop[2] -= 34;
+                       trace = SV_Move(start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, sv_player);
+
+                       // apply friction
+                       if (f < sv_stopspeed.value)
+                               f = sv_stopspeed.value / f;
+                       else
+                               f = 1;
+                       if (trace.fraction == 1)
+                               f *= sv_edgefriction.value;
+                       f = 1 - sv.frametime * f * sv_friction.value;
+
+                       if (f < 0)
+                               f = 0;
+                       VectorScale(sv_player->v->velocity, f, sv_player->v->velocity);
+               }
+       }
+       else // airborn
+               wishspeed = min(wishspeed, 30);
+
+       // ground or air acceleration
+       f = wishspeed - DotProduct(sv_player->v->velocity, wishdir);
+       if (f > 0)
+       {
+               limit = sv_accelerate.value * sv.frametime * wishspeed;
+               if (f > limit)
+                       f = limit;
+               VectorMA(sv_player->v->velocity, f, wishdir, sv_player->v->velocity);
+       }
+}
+#endif
 
 /*
 ===================
@@ -639,7 +787,7 @@ void SV_RunClients (void)
                        else
                                SV_ClientThink ();
 
-                       SV_CheckVelocity (sv_player);
+                       SV_CheckVelocity(sv_player);
 
                        // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
                        // player_run/player_stand1 does not horribly malfunction if the