From 11f6ef0b261d95ec8ebc8b6a13b4d591bba67d1b Mon Sep 17 00:00:00 2001 From: havoc Date: Fri, 8 Aug 2003 22:06:08 +0000 Subject: [PATCH] reverted noclip movement to quake behavior (commented out the free movement call) to fix Cannon Fodder Quake ( http://www.qexpo.com/booths.php?id=5 ) 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 | 258 ++++++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 203 insertions(+), 55 deletions(-) diff --git a/sv_user.c b/sv_user.c index 8e4999b9..5bfa0c4c 100644 --- 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 -- 2.39.2