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3354 lines
79 KiB
3354 lines
79 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include <assert.h> |
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//#include <stdio.h> // NULL |
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#include <math.h> // sqrt |
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#include <string.h> // strcpy |
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#include <stdlib.h> // atoi |
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#include <ctype.h> // isspace |
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#include "mathlib.h" |
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#ifdef HAVE_TGMATH_H |
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#include <tgmath.h> |
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#endif |
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#include "const.h" |
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#include "usercmd.h" |
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#include "pm_defs.h" |
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#include "pm_shared.h" |
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#include "pm_movevars.h" |
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#include "pm_debug.h" |
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int g_bhopcap = 1; |
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#ifdef CLIENT_DLL |
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// Spectator Mode |
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int iJumpSpectator; |
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extern float vJumpOrigin[3]; |
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extern float vJumpAngles[3]; |
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#endif |
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static int pm_shared_initialized = 0; |
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#ifdef _MSC_VER |
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#pragma warning( disable : 4305 ) |
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#endif |
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playermove_t *pmove = NULL; |
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// Ducking time |
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#define TIME_TO_DUCK 0.4f |
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#define VEC_DUCK_HULL_MIN -18 |
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#define VEC_DUCK_HULL_MAX 18 |
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#define VEC_DUCK_VIEW 12 |
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#define PM_DEAD_VIEWHEIGHT -8 |
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#define MAX_CLIMB_SPEED 200 |
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#define STUCK_MOVEUP 1 |
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#define STUCK_MOVEDOWN -1 |
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#define VEC_HULL_MIN -36 |
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#define VEC_HULL_MAX 36 |
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#define VEC_VIEW 28 |
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#define STOP_EPSILON 0.1f |
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#define CTEXTURESMAX 512 // max number of textures loaded |
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#define CBTEXTURENAMEMAX 13 // only load first n chars of name |
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#define CHAR_TEX_CONCRETE 'C' // texture types |
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#define CHAR_TEX_METAL 'M' |
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#define CHAR_TEX_DIRT 'D' |
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#define CHAR_TEX_VENT 'V' |
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#define CHAR_TEX_GRATE 'G' |
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#define CHAR_TEX_TILE 'T' |
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#define CHAR_TEX_SLOSH 'S' |
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#define CHAR_TEX_WOOD 'W' |
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#define CHAR_TEX_COMPUTER 'P' |
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#define CHAR_TEX_GLASS 'Y' |
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#define CHAR_TEX_FLESH 'F' |
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#define STEP_CONCRETE 0 // default step sound |
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#define STEP_METAL 1 // metal floor |
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#define STEP_DIRT 2 // dirt, sand, rock |
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#define STEP_VENT 3 // ventillation duct |
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#define STEP_GRATE 4 // metal grating |
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#define STEP_TILE 5 // floor tiles |
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#define STEP_SLOSH 6 // shallow liquid puddle |
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#define STEP_WADE 7 // wading in liquid |
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#define STEP_LADDER 8 // climbing ladder |
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#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet |
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#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet |
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#define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second. |
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#define PLAYER_MIN_BOUNCE_SPEED 200 |
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#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast. |
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#define PLAYER_LONGJUMP_SPEED 350 // how fast we longjump |
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#define PLAYER_DUCKING_MULTIPLIER 0.333f |
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// double to float warning |
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#ifdef _MSC_VER |
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#pragma warning(disable : 4244) |
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#endif |
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#define max(a, b) (((a) > (b)) ? (a) : (b)) |
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#define min(a, b) (((a) < (b)) ? (a) : (b)) |
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// up / down |
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#define PITCH 0 |
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// left / right |
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#define YAW 1 |
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// fall over |
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#define ROLL 2 |
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#define MAX_CLIENTS 32 |
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#define CONTENTS_CURRENT_0 -9 |
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#define CONTENTS_CURRENT_90 -10 |
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#define CONTENTS_CURRENT_180 -11 |
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#define CONTENTS_CURRENT_270 -12 |
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#define CONTENTS_CURRENT_UP -13 |
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#define CONTENTS_CURRENT_DOWN -14 |
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#define CONTENTS_TRANSLUCENT -15 |
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static vec3_t rgv3tStuckTable[54]; |
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static int rgStuckLast[MAX_CLIENTS][2]; |
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// Texture names |
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static int gcTextures = 0; |
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static char grgszTextureName[CTEXTURESMAX][CBTEXTURENAMEMAX]; |
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static char grgchTextureType[CTEXTURESMAX]; |
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int g_onladder = 0; |
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void PM_SwapTextures( int i, int j ) |
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{ |
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char chTemp; |
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char szTemp[CBTEXTURENAMEMAX]; |
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strcpy( szTemp, grgszTextureName[i] ); |
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chTemp = grgchTextureType[i]; |
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strcpy( grgszTextureName[i], grgszTextureName[j] ); |
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grgchTextureType[i] = grgchTextureType[j]; |
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strcpy( grgszTextureName[j], szTemp ); |
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grgchTextureType[j] = chTemp; |
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} |
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void PM_SortTextures( void ) |
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{ |
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// Bubble sort, yuck, but this only occurs at startup and it's only 512 elements... |
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// |
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int i, j; |
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for( i = 0; i < gcTextures; i++ ) |
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{ |
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for( j = i + 1; j < gcTextures; j++ ) |
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{ |
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if( stricmp( grgszTextureName[i], grgszTextureName[j] ) > 0 ) |
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{ |
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// Swap |
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// |
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PM_SwapTextures( i, j ); |
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} |
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} |
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} |
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} |
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void PM_InitTextureTypes() |
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{ |
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char buffer[512]; |
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int i, j; |
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byte *pMemFile; |
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int fileSize, filePos = 0; |
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static qboolean bTextureTypeInit = false; |
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if( bTextureTypeInit ) |
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return; |
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memset(&( grgszTextureName[0][0] ), 0, sizeof( grgszTextureName ) ); |
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memset( grgchTextureType, 0, sizeof( grgchTextureType ) ); |
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gcTextures = 0; |
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pMemFile = pmove->COM_LoadFile( "sound/materials.txt", 5, &fileSize ); |
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if( !pMemFile ) |
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return; |
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memset( buffer, 0, sizeof( buffer ) ); |
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// for each line in the file... |
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while( pmove->memfgets( pMemFile, fileSize, &filePos, buffer, 511 ) != NULL && (gcTextures < CTEXTURESMAX ) ) |
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{ |
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// skip whitespace |
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i = 0; |
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while( buffer[i] && isspace( buffer[i] ) ) |
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i++; |
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if( !buffer[i] ) |
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continue; |
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// skip comment lines |
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if( buffer[i] == '/' || !isalpha( buffer[i] ) ) |
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continue; |
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// get texture type |
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grgchTextureType[gcTextures] = toupper( buffer[i++] ); |
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// skip whitespace |
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while( buffer[i] && isspace( buffer[i] ) ) |
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i++; |
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if( !buffer[i] ) |
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continue; |
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// get sentence name |
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j = i; |
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while( buffer[j] && !isspace( buffer[j] ) ) |
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j++; |
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if( !buffer[j] ) |
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continue; |
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// null-terminate name and save in sentences array |
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j = min( j, CBTEXTURENAMEMAX - 1 + i ); |
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buffer[j] = 0; |
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strcpy( &( grgszTextureName[gcTextures++][0] ), &( buffer[i] ) ); |
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} |
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// Must use engine to free since we are in a .dll |
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pmove->COM_FreeFile( pMemFile ); |
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PM_SortTextures(); |
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bTextureTypeInit = true; |
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} |
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char PM_FindTextureType( char *name ) |
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{ |
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int left, right, pivot; |
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int val; |
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assert( pm_shared_initialized ); |
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left = 0; |
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right = gcTextures - 1; |
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while( left <= right ) |
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{ |
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pivot = ( left + right ) / 2; |
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val = strnicmp( name, grgszTextureName[pivot], CBTEXTURENAMEMAX - 1 ); |
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if( val == 0 ) |
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{ |
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return grgchTextureType[pivot]; |
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} |
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else if( val > 0 ) |
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{ |
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left = pivot + 1; |
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} |
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else if( val < 0 ) |
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{ |
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right = pivot - 1; |
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} |
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} |
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return CHAR_TEX_CONCRETE; |
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} |
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void PM_PlayStepSound( int step, float fvol ) |
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{ |
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static int iSkipStep = 0; |
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int irand; |
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vec3_t hvel; |
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pmove->iStepLeft = !pmove->iStepLeft; |
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if( !pmove->runfuncs ) |
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{ |
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return; |
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} |
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irand = pmove->RandomLong( 0, 1 ) + ( pmove->iStepLeft * 2 ); |
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// FIXME mp_footsteps needs to be a movevar |
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if( pmove->multiplayer && !pmove->movevars->footsteps ) |
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return; |
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VectorCopy( pmove->velocity, hvel ); |
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hvel[2] = 0.0f; |
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if( pmove->multiplayer && ( !g_onladder && Length( hvel ) <= 220 ) ) |
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return; |
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// irand - 0,1 for right foot, 2,3 for left foot |
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// used to alternate left and right foot |
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// FIXME, move to player state |
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switch( step ) |
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{ |
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default: |
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case STEP_CONCRETE: |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_step1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_step3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_step2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_step4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_METAL: |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_DIRT: |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_VENT: |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_GRATE: |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_TILE: |
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if( !pmove->RandomLong( 0, 4 ) ) |
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irand = 4; |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 4: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile5.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_SLOSH: |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_WADE: |
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if( iSkipStep == 0 ) |
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{ |
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iSkipStep++; |
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break; |
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} |
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if( iSkipStep++ == 3 ) |
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{ |
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iSkipStep = 0; |
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} |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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case STEP_LADDER: |
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switch( irand ) |
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{ |
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// right foot |
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case 0: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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// left foot |
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case 2: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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} |
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break; |
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} |
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} |
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int PM_MapTextureTypeStepType( char chTextureType ) |
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{ |
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switch( chTextureType ) |
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{ |
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default: |
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case CHAR_TEX_CONCRETE: |
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return STEP_CONCRETE; |
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case CHAR_TEX_METAL: |
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return STEP_METAL; |
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case CHAR_TEX_DIRT: |
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return STEP_DIRT; |
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case CHAR_TEX_VENT: |
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return STEP_VENT; |
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case CHAR_TEX_GRATE: |
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return STEP_GRATE; |
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case CHAR_TEX_TILE: |
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return STEP_TILE; |
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case CHAR_TEX_SLOSH: |
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return STEP_SLOSH; |
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} |
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} |
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/* |
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==================== |
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PM_CatagorizeTextureType |
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|
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Determine texture info for the texture we are standing on. |
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==================== |
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*/ |
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void PM_CatagorizeTextureType( void ) |
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{ |
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vec3_t start, end; |
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const char *pTextureName; |
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VectorCopy( pmove->origin, start ); |
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VectorCopy( pmove->origin, end ); |
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|
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// Straight down |
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end[2] -= 64; |
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|
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// Fill in default values, just in case. |
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pmove->sztexturename[0] = '\0'; |
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pmove->chtexturetype = CHAR_TEX_CONCRETE; |
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|
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pTextureName = pmove->PM_TraceTexture( pmove->onground, start, end ); |
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if( !pTextureName ) |
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return; |
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|
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// strip leading '-0' or '+0~' or '{' or '!' |
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if( *pTextureName == '-' || *pTextureName == '+' ) |
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pTextureName += 2; |
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|
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if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' ) |
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pTextureName++; |
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// '}}' |
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strcpy( pmove->sztexturename, pTextureName); |
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pmove->sztexturename[CBTEXTURENAMEMAX - 1] = 0; |
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|
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// get texture type |
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pmove->chtexturetype = PM_FindTextureType( pmove->sztexturename ); |
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} |
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|
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void PM_UpdateStepSound( void ) |
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{ |
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int fWalking; |
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float fvol; |
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vec3_t knee; |
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vec3_t feet; |
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//vec3_t center; |
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float height; |
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float speed; |
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float velrun; |
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float velwalk; |
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float flduck; |
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int fLadder; |
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int step; |
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|
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if( pmove->flTimeStepSound > 0 ) |
|
return; |
|
|
|
if( pmove->flags & FL_FROZEN ) |
|
return; |
|
|
|
PM_CatagorizeTextureType(); |
|
|
|
speed = Length( pmove->velocity ); |
|
|
|
// determine if we are on a ladder |
|
fLadder = ( pmove->movetype == MOVETYPE_FLY );// IsOnLadder(); |
|
|
|
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!! |
|
if( ( pmove->flags & FL_DUCKING) || fLadder ) |
|
{ |
|
velwalk = 60; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow |
|
velrun = 80; // UNDONE: Move walking to server |
|
flduck = 100; |
|
} |
|
else |
|
{ |
|
velwalk = 120; |
|
velrun = 210; |
|
flduck = 0; |
|
} |
|
|
|
// If we're on a ladder or on the ground, and we're moving fast enough, |
|
// play step sound. Also, if pmove->flTimeStepSound is zero, get the new |
|
// sound right away - we just started moving in new level. |
|
if( ( fLadder || ( pmove->onground != -1 ) ) && ( Length( pmove->velocity ) > 0.0f ) && ( speed >= velwalk || !pmove->flTimeStepSound ) ) |
|
{ |
|
fWalking = speed < velrun; |
|
|
|
//VectorCopy( pmove->origin, center ); |
|
VectorCopy( pmove->origin, knee ); |
|
VectorCopy( pmove->origin, feet ); |
|
|
|
height = pmove->player_maxs[pmove->usehull][2] - pmove->player_mins[pmove->usehull][2]; |
|
|
|
knee[2] = pmove->origin[2] - 0.3f * height; |
|
feet[2] = pmove->origin[2] - 0.5f * height; |
|
|
|
// find out what we're stepping in or on... |
|
if( fLadder ) |
|
{ |
|
step = STEP_LADDER; |
|
fvol = 0.35f; |
|
pmove->flTimeStepSound = 350; |
|
} |
|
else if( pmove->PM_PointContents( knee, NULL ) == CONTENTS_WATER ) |
|
{ |
|
step = STEP_WADE; |
|
fvol = 0.65f; |
|
pmove->flTimeStepSound = 600; |
|
} |
|
else if( pmove->PM_PointContents( feet, NULL ) == CONTENTS_WATER ) |
|
{ |
|
step = STEP_SLOSH; |
|
fvol = fWalking ? 0.2f : 0.5f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
} |
|
else |
|
{ |
|
// find texture under player, if different from current texture, |
|
// get material type |
|
step = PM_MapTextureTypeStepType( pmove->chtexturetype ); |
|
|
|
switch( pmove->chtexturetype ) |
|
{ |
|
default: |
|
case CHAR_TEX_CONCRETE: |
|
fvol = fWalking ? 0.2f : 0.5f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
break; |
|
case CHAR_TEX_METAL: |
|
fvol = fWalking ? 0.2f : 0.5f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
break; |
|
case CHAR_TEX_DIRT: |
|
fvol = fWalking ? 0.25f : 0.55f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
break; |
|
case CHAR_TEX_VENT: |
|
fvol = fWalking ? 0.4f : 0.7f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
break; |
|
case CHAR_TEX_GRATE: |
|
fvol = fWalking ? 0.2f : 0.5f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
break; |
|
case CHAR_TEX_TILE: |
|
fvol = fWalking ? 0.2f : 0.5f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
break; |
|
case CHAR_TEX_SLOSH: |
|
fvol = fWalking ? 0.2f : 0.5f; |
|
pmove->flTimeStepSound = fWalking ? 400 : 300; |
|
break; |
|
} |
|
} |
|
|
|
pmove->flTimeStepSound += flduck; // slower step time if ducking |
|
|
|
// play the sound |
|
// 35% volume if ducking |
|
if( pmove->flags & FL_DUCKING ) |
|
{ |
|
fvol *= 0.35f; |
|
} |
|
|
|
PM_PlayStepSound( step, fvol ); |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
PM_AddToTouched |
|
|
|
Add's the trace result to touch list, if contact is not already in list. |
|
================ |
|
*/ |
|
qboolean PM_AddToTouched( pmtrace_t tr, vec3_t impactvelocity ) |
|
{ |
|
int i; |
|
|
|
for( i = 0; i < pmove->numtouch; i++ ) |
|
{ |
|
if( pmove->touchindex[i].ent == tr.ent ) |
|
break; |
|
} |
|
if( i != pmove->numtouch ) // Already in list. |
|
return false; |
|
|
|
VectorCopy( impactvelocity, tr.deltavelocity ); |
|
|
|
if( pmove->numtouch >= MAX_PHYSENTS ) |
|
pmove->Con_DPrintf( "Too many entities were touched!\n" ); |
|
|
|
pmove->touchindex[pmove->numtouch++] = tr; |
|
return true; |
|
} |
|
|
|
/* |
|
================ |
|
PM_CheckVelocity |
|
|
|
See if the player has a bogus velocity value. |
|
================ |
|
*/ |
|
void PM_CheckVelocity() |
|
{ |
|
int i; |
|
|
|
// |
|
// bound velocity |
|
// |
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
// See if it's bogus. |
|
if( IS_NAN( pmove->velocity[i] ) ) |
|
{ |
|
pmove->Con_Printf( "PM Got a NaN velocity %i\n", i ); |
|
pmove->velocity[i] = 0; |
|
} |
|
if( IS_NAN( pmove->origin[i] ) ) |
|
{ |
|
pmove->Con_Printf( "PM Got a NaN origin on %i\n", i ); |
|
pmove->origin[i] = 0; |
|
} |
|
|
|
// Bound it. |
|
if( pmove->velocity[i] > pmove->movevars->maxvelocity ) |
|
{ |
|
pmove->Con_DPrintf( "PM Got a velocity too high on %i\n", i ); |
|
pmove->velocity[i] = pmove->movevars->maxvelocity; |
|
} |
|
else if( pmove->velocity[i] < -pmove->movevars->maxvelocity ) |
|
{ |
|
pmove->Con_DPrintf( "PM Got a velocity too low on %i\n", i ); |
|
pmove->velocity[i] = -pmove->movevars->maxvelocity; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
================== |
|
PM_ClipVelocity |
|
|
|
Slide off of the impacting object |
|
returns the blocked flags: |
|
0x01 == floor |
|
0x02 == step / wall |
|
================== |
|
*/ |
|
int PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) |
|
{ |
|
float backoff; |
|
float change; |
|
float angle; |
|
int i, blocked; |
|
|
|
angle = normal[2]; |
|
|
|
blocked = 0x00; // Assume unblocked. |
|
if( angle > 0 ) // If the plane that is blocking us has a positive z component, then assume it's a floor. |
|
blocked |= 0x01; |
|
if( !angle ) // If the plane has no Z, it is vertical (wall/step) |
|
blocked |= 0x02; |
|
|
|
// Determine how far along plane to slide based on incoming direction. |
|
// Scale by overbounce factor. |
|
backoff = DotProduct( in, normal ) * overbounce; |
|
|
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
change = normal[i] * backoff; |
|
out[i] = in[i] - change; |
|
// If out velocity is too small, zero it out. |
|
if( out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON ) |
|
out[i] = 0; |
|
} |
|
|
|
// Return blocking flags. |
|
return blocked; |
|
} |
|
|
|
void PM_AddCorrectGravity() |
|
{ |
|
float ent_gravity; |
|
|
|
if( pmove->waterjumptime ) |
|
return; |
|
|
|
if( pmove->gravity ) |
|
ent_gravity = pmove->gravity; |
|
else |
|
ent_gravity = 1.0f; |
|
|
|
// Add gravity so they'll be in the correct position during movement |
|
// yes, this 0.5 looks wrong, but it's not. |
|
pmove->velocity[2] -= ( ent_gravity * pmove->movevars->gravity * 0.5f * pmove->frametime ); |
|
pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime; |
|
pmove->basevelocity[2] = 0; |
|
|
|
PM_CheckVelocity(); |
|
} |
|
|
|
void PM_FixupGravityVelocity() |
|
{ |
|
float ent_gravity; |
|
|
|
if( pmove->waterjumptime ) |
|
return; |
|
|
|
if( pmove->gravity ) |
|
ent_gravity = pmove->gravity; |
|
else |
|
ent_gravity = 1.0f; |
|
|
|
// Get the correct velocity for the end of the dt |
|
pmove->velocity[2] -= ( ent_gravity * pmove->movevars->gravity * pmove->frametime * 0.5f ); |
|
|
|
PM_CheckVelocity(); |
|
} |
|
|
|
/* |
|
============ |
|
PM_FlyMove |
|
|
|
The basic solid body movement clip that slides along multiple planes |
|
============ |
|
*/ |
|
int PM_FlyMove( void ) |
|
{ |
|
int bumpcount, numbumps; |
|
vec3_t dir; |
|
float d; |
|
int numplanes; |
|
vec3_t planes[MAX_CLIP_PLANES]; |
|
vec3_t primal_velocity, original_velocity; |
|
vec3_t new_velocity; |
|
int i, j; |
|
pmtrace_t trace; |
|
vec3_t end; |
|
float time_left, allFraction; |
|
int blocked; |
|
|
|
numbumps = 4; // Bump up to four times |
|
|
|
blocked = 0; // Assume not blocked |
|
numplanes = 0; // and not sliding along any planes |
|
VectorCopy( pmove->velocity, original_velocity ); // Store original velocity |
|
VectorCopy( pmove->velocity, primal_velocity ); |
|
|
|
allFraction = 0; |
|
time_left = pmove->frametime; // Total time for this movement operation. |
|
|
|
for( bumpcount = 0; bumpcount < numbumps; bumpcount++ ) |
|
{ |
|
if( !pmove->velocity[0] && !pmove->velocity[1] && !pmove->velocity[2] ) |
|
break; |
|
|
|
// Assume we can move all the way from the current origin to the |
|
// end point. |
|
for( i = 0;i < 3; i++ ) |
|
end[i] = pmove->origin[i] + time_left * pmove->velocity[i]; |
|
|
|
// See if we can make it from origin to end point. |
|
trace = pmove->PM_PlayerTrace( pmove->origin, end, PM_NORMAL, -1 ); |
|
|
|
allFraction += trace.fraction; |
|
// If we started in a solid object, or we were in solid space |
|
// the whole way, zero out our velocity and return that we |
|
// are blocked by floor and wall. |
|
if( trace.allsolid ) |
|
{ // entity is trapped in another solid |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
//Con_DPrintf( "Trapped 4\n" ); |
|
return 4; |
|
} |
|
|
|
// If we moved some portion of the total distance, then |
|
// copy the end position into the pmove->origin and |
|
// zero the plane counter. |
|
if( trace.fraction > 0 ) |
|
{ // actually covered some distance |
|
VectorCopy( trace.endpos, pmove->origin ); |
|
VectorCopy( pmove->velocity, original_velocity ); |
|
numplanes = 0; |
|
} |
|
|
|
// If we covered the entire distance, we are done |
|
// and can return. |
|
if( trace.fraction == 1 ) |
|
break; // moved the entire distance |
|
|
|
//if( !trace.ent ) |
|
// Sys_Error( "PM_PlayerTrace: !trace.ent" ); |
|
|
|
// Save entity that blocked us (since fraction was < 1.0) |
|
// for contact |
|
// Add it if it's not already in the list!!! |
|
PM_AddToTouched( trace, pmove->velocity ); |
|
|
|
// If the plane we hit has a high z component in the normal, then |
|
// it's probably a floor |
|
if( trace.plane.normal[2] > 0.7f ) |
|
{ |
|
blocked |= 1; // floor |
|
} |
|
// If the plane has a zero z component in the normal, then it's a |
|
// step or wall |
|
if( !trace.plane.normal[2] ) |
|
{ |
|
blocked |= 2; // step / wall |
|
//Con_DPrintf( "Blocked by %i\n", trace.ent ); |
|
} |
|
|
|
// Reduce amount of pmove->frametime left by total time left * fraction |
|
// that we covered. |
|
time_left -= time_left * trace.fraction; |
|
|
|
// Did we run out of planes to clip against? |
|
if( numplanes >= MAX_CLIP_PLANES ) |
|
{ // this shouldn't really happen |
|
// Stop our movement if so. |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
//Con_DPrintf( "Too many planes 4\n" ); |
|
break; |
|
} |
|
|
|
// Set up next clipping plane |
|
VectorCopy( trace.plane.normal, planes[numplanes] ); |
|
numplanes++; |
|
|
|
// modify original_velocity so it parallels all of the clip planes |
|
// |
|
if( pmove->movetype == MOVETYPE_WALK && ( ( pmove->onground == -1 ) || ( pmove->friction != 1 ) ) ) // relfect player velocity |
|
{ |
|
for( i = 0; i < numplanes; i++ ) |
|
{ |
|
if( planes[i][2] > 0.7f ) |
|
{ |
|
// floor or slope |
|
PM_ClipVelocity( original_velocity, planes[i], new_velocity, 1 ); |
|
VectorCopy( new_velocity, original_velocity ); |
|
} |
|
else |
|
PM_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0f + pmove->movevars->bounce * ( 1 - pmove->friction ) ); |
|
} |
|
|
|
VectorCopy( new_velocity, pmove->velocity ); |
|
VectorCopy( new_velocity, original_velocity ); |
|
} |
|
else |
|
{ |
|
for( i = 0; i < numplanes; i++ ) |
|
{ |
|
PM_ClipVelocity( original_velocity, planes[i], pmove->velocity, 1 ); |
|
for( j = 0; j < numplanes; j++ ) |
|
if( j != i ) |
|
{ |
|
// Are we now moving against this plane? |
|
if( DotProduct( pmove->velocity, planes[j] ) < 0 ) |
|
break; // not ok |
|
} |
|
if( j == numplanes ) // Didn't have to clip, so we're ok |
|
break; |
|
} |
|
|
|
// Did we go all the way through plane set |
|
if( i != numplanes ) |
|
{ |
|
// go along this plane |
|
// pmove->velocity is set in clipping call, no need to set again. |
|
} |
|
else |
|
{ // go along the crease |
|
if( numplanes != 2 ) |
|
{ |
|
//Con_Printf( "clip velocity, numplanes == %i\n",numplanes ); |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
//Con_DPrintf( "Trapped 4\n" ); |
|
break; |
|
} |
|
CrossProduct( planes[0], planes[1], dir ); |
|
d = DotProduct( dir, pmove->velocity ); |
|
VectorScale( dir, d, pmove->velocity ); |
|
} |
|
|
|
// |
|
// if original velocity is against the original velocity, stop dead |
|
// to avoid tiny occilations in sloping corners |
|
// |
|
if( DotProduct( pmove->velocity, primal_velocity ) <= 0 ) |
|
{ |
|
//Con_DPrintf( "Back\n" ); |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
if( allFraction == 0 ) |
|
{ |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
//Con_DPrintf( "Don't stick\n" ); |
|
} |
|
|
|
return blocked; |
|
} |
|
|
|
/* |
|
============== |
|
PM_Accelerate |
|
============== |
|
*/ |
|
void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) |
|
{ |
|
int i; |
|
float addspeed, accelspeed, currentspeed; |
|
|
|
// Dead player's don't accelerate |
|
if( pmove->dead ) |
|
return; |
|
|
|
// If waterjumping, don't accelerate |
|
if( pmove->waterjumptime ) |
|
return; |
|
|
|
// See if we are changing direction a bit |
|
currentspeed = DotProduct( pmove->velocity, wishdir ); |
|
|
|
// Reduce wishspeed by the amount of veer. |
|
addspeed = wishspeed - currentspeed; |
|
|
|
// If not going to add any speed, done. |
|
if( addspeed <= 0 ) |
|
return; |
|
|
|
// Determine amount of accleration. |
|
accelspeed = accel * pmove->frametime * wishspeed * pmove->friction; |
|
|
|
// Cap at addspeed |
|
if( accelspeed > addspeed ) |
|
accelspeed = addspeed; |
|
|
|
// Adjust velocity. |
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
pmove->velocity[i] += accelspeed * wishdir[i]; |
|
} |
|
} |
|
|
|
/* |
|
===================== |
|
PM_WalkMove |
|
|
|
Only used by players. Moves along the ground when player is a MOVETYPE_WALK. |
|
====================== |
|
*/ |
|
void PM_WalkMove() |
|
{ |
|
//int clip; |
|
int oldonground; |
|
int i; |
|
|
|
vec3_t wishvel; |
|
float spd; |
|
float fmove, smove; |
|
vec3_t wishdir; |
|
float wishspeed; |
|
|
|
vec3_t dest; //, start; |
|
vec3_t original, originalvel; |
|
vec3_t down, downvel; |
|
float downdist, updist; |
|
|
|
pmtrace_t trace; |
|
|
|
// Copy movement amounts |
|
fmove = pmove->cmd.forwardmove; |
|
smove = pmove->cmd.sidemove; |
|
|
|
// Zero out z components of movement vectors |
|
pmove->forward[2] = 0; |
|
pmove->right[2] = 0; |
|
|
|
VectorNormalize( pmove->forward ); // Normalize remainder of vectors. |
|
VectorNormalize( pmove->right ); // |
|
|
|
for( i = 0; i < 2; i++ ) // Determine x and y parts of velocity |
|
wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; |
|
|
|
wishvel[2] = 0; // Zero out z part of velocity |
|
|
|
VectorCopy( wishvel, wishdir ); // Determine maginitude of speed of move |
|
wishspeed = VectorNormalize( wishdir ); |
|
|
|
// |
|
// Clamp to server defined max speed |
|
// |
|
if( wishspeed > pmove->maxspeed ) |
|
{ |
|
VectorScale( wishvel, pmove->maxspeed / wishspeed, wishvel ); |
|
wishspeed = pmove->maxspeed; |
|
} |
|
|
|
// Set pmove velocity |
|
pmove->velocity[2] = 0; |
|
PM_Accelerate( wishdir, wishspeed, pmove->movevars->accelerate ); |
|
pmove->velocity[2] = 0; |
|
|
|
// Add in any base velocity to the current velocity. |
|
VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
|
|
spd = Length( pmove->velocity ); |
|
|
|
if( spd < 1.0f ) |
|
{ |
|
VectorClear( pmove->velocity ); |
|
return; |
|
} |
|
|
|
// If we are not moving, do nothing |
|
//if( !pmove->velocity[0] && !pmove->velocity[1] && !pmove->velocity[2] ) |
|
// return; |
|
|
|
oldonground = pmove->onground; |
|
|
|
// first try just moving to the destination |
|
dest[0] = pmove->origin[0] + pmove->velocity[0] * pmove->frametime; |
|
dest[1] = pmove->origin[1] + pmove->velocity[1] * pmove->frametime; |
|
dest[2] = pmove->origin[2]; |
|
|
|
// first try moving directly to the next spot |
|
//VectorCopy( dest, start ); |
|
trace = pmove->PM_PlayerTrace( pmove->origin, dest, PM_NORMAL, -1 ); |
|
// If we made it all the way, then copy trace end |
|
// as new player position. |
|
if( trace.fraction == 1 ) |
|
{ |
|
VectorCopy( trace.endpos, pmove->origin ); |
|
return; |
|
} |
|
|
|
// Don't walk up stairs if not on ground. |
|
if( oldonground == -1 && pmove->waterlevel == 0 ) |
|
return; |
|
|
|
if( pmove->waterjumptime ) // If we are jumping out of water, don't do anything more. |
|
return; |
|
|
|
// Try sliding forward both on ground and up 16 pixels |
|
// take the move that goes farthest |
|
VectorCopy( pmove->origin, original ); // Save out original pos & |
|
VectorCopy( pmove->velocity, originalvel ); // velocity. |
|
|
|
// Slide move |
|
//clip = PM_FlyMove(); |
|
PM_FlyMove(); |
|
|
|
// Copy the results out |
|
VectorCopy( pmove->origin, down ); |
|
VectorCopy( pmove->velocity, downvel ); |
|
|
|
// Reset original values. |
|
VectorCopy( original, pmove->origin ); |
|
|
|
VectorCopy( originalvel, pmove->velocity ); |
|
|
|
// Start out up one stair height |
|
VectorCopy( pmove->origin, dest ); |
|
dest[2] += pmove->movevars->stepsize; |
|
|
|
trace = pmove->PM_PlayerTrace( pmove->origin, dest, PM_NORMAL, -1 ); |
|
// If we started okay and made it part of the way at least, |
|
// copy the results to the movement start position and then |
|
// run another move try. |
|
if( !trace.startsolid && !trace.allsolid ) |
|
{ |
|
VectorCopy( trace.endpos, pmove->origin ); |
|
} |
|
|
|
// slide move the rest of the way. |
|
//clip = PM_FlyMove(); |
|
PM_FlyMove(); |
|
|
|
// Now try going back down from the end point |
|
// press down the stepheight |
|
VectorCopy( pmove->origin, dest ); |
|
dest[2] -= pmove->movevars->stepsize; |
|
|
|
trace = pmove->PM_PlayerTrace( pmove->origin, dest, PM_NORMAL, -1 ); |
|
|
|
// If we are not on the ground any more then |
|
// use the original movement attempt |
|
if( trace.plane.normal[2] < 0.7f ) |
|
goto usedown; |
|
|
|
// If the trace ended up in empty space, copy the end |
|
// over to the origin. |
|
if( !trace.startsolid && !trace.allsolid ) |
|
{ |
|
VectorCopy( trace.endpos, pmove->origin ); |
|
} |
|
// Copy this origion to up. |
|
VectorCopy( pmove->origin, pmove->up ); |
|
|
|
// decide which one went farther |
|
downdist = ( down[0] - original[0] ) * ( down[0] - original[0] ) |
|
+ ( down[1] - original[1] ) * ( down[1] - original[1] ); |
|
updist = ( pmove->up[0] - original[0] ) * ( pmove->up[0] - original[0] ) |
|
+ ( pmove->up[1] - original[1] ) * ( pmove->up[1] - original[1] ); |
|
|
|
if( downdist > updist ) |
|
{ |
|
usedown: |
|
VectorCopy( down, pmove->origin ); |
|
VectorCopy( downvel, pmove->velocity ); |
|
} else // copy z value from slide move |
|
pmove->velocity[2] = downvel[2]; |
|
} |
|
|
|
/* |
|
================== |
|
PM_Friction |
|
|
|
Handles both ground friction and water friction |
|
================== |
|
*/ |
|
void PM_Friction( void ) |
|
{ |
|
float *vel; |
|
float speed, newspeed, control; |
|
float friction; |
|
float drop; |
|
vec3_t newvel; |
|
|
|
// If we are in water jump cycle, don't apply friction |
|
if( pmove->waterjumptime ) |
|
return; |
|
|
|
// Get velocity |
|
vel = pmove->velocity; |
|
|
|
// Calculate speed |
|
speed = sqrt( vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2] ); |
|
|
|
// If too slow, return |
|
if( speed < 0.1f ) |
|
{ |
|
return; |
|
} |
|
|
|
drop = 0; |
|
|
|
// apply ground friction |
|
if( pmove->onground != -1 ) // On an entity that is the ground |
|
{ |
|
vec3_t start, stop; |
|
pmtrace_t trace; |
|
|
|
start[0] = stop[0] = pmove->origin[0] + vel[0] / speed * 16; |
|
start[1] = stop[1] = pmove->origin[1] + vel[1] / speed * 16; |
|
start[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2]; |
|
stop[2] = start[2] - 34; |
|
|
|
trace = pmove->PM_PlayerTrace( start, stop, PM_NORMAL, -1 ); |
|
|
|
if( trace.fraction == 1.0f ) |
|
friction = pmove->movevars->friction*pmove->movevars->edgefriction; |
|
else |
|
friction = pmove->movevars->friction; |
|
|
|
// Grab friction value. |
|
//friction = pmove->movevars->friction; |
|
|
|
friction *= pmove->friction; // player friction? |
|
|
|
// Bleed off some speed, but if we have less than the bleed |
|
// threshhold, bleed the theshold amount. |
|
control = ( speed < pmove->movevars->stopspeed ) ? pmove->movevars->stopspeed : speed; |
|
// Add the amount to t'he drop amount. |
|
drop += control * friction * pmove->frametime; |
|
} |
|
|
|
// apply water friction |
|
//if( pmove->waterlevel ) |
|
// drop += speed * pmove->movevars->waterfriction * waterlevel * pmove->frametime; |
|
|
|
// scale the velocity |
|
newspeed = speed - drop; |
|
if( newspeed < 0 ) |
|
newspeed = 0; |
|
|
|
// Determine proportion of old speed we are using. |
|
newspeed /= speed; |
|
|
|
// Adjust velocity according to proportion. |
|
newvel[0] = vel[0] * newspeed; |
|
newvel[1] = vel[1] * newspeed; |
|
newvel[2] = vel[2] * newspeed; |
|
|
|
VectorCopy( newvel, pmove->velocity ); |
|
} |
|
|
|
void PM_AirAccelerate( vec3_t wishdir, float wishspeed, float accel ) |
|
{ |
|
int i; |
|
float addspeed, accelspeed, currentspeed, wishspd = wishspeed; |
|
|
|
if( pmove->dead ) |
|
return; |
|
if( pmove->waterjumptime ) |
|
return; |
|
|
|
// Cap speed |
|
//wishspd = VectorNormalize( pmove->wishveloc ); |
|
|
|
if( wishspd > 30 ) |
|
wishspd = 30; |
|
// Determine veer amount |
|
currentspeed = DotProduct( pmove->velocity, wishdir ); |
|
// See how much to add |
|
addspeed = wishspd - currentspeed; |
|
// If not adding any, done. |
|
if( addspeed <= 0 ) |
|
return; |
|
// Determine acceleration speed after acceleration |
|
|
|
accelspeed = accel * wishspeed * pmove->frametime * pmove->friction; |
|
// Cap it |
|
if( accelspeed > addspeed ) |
|
accelspeed = addspeed; |
|
|
|
// Adjust pmove vel. |
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
pmove->velocity[i] += accelspeed * wishdir[i]; |
|
} |
|
} |
|
|
|
/* |
|
=================== |
|
PM_WaterMove |
|
|
|
=================== |
|
*/ |
|
void PM_WaterMove( void ) |
|
{ |
|
int i; |
|
vec3_t wishvel; |
|
float wishspeed; |
|
vec3_t wishdir; |
|
vec3_t start, dest; |
|
vec3_t temp; |
|
pmtrace_t trace; |
|
|
|
float speed, newspeed, addspeed, accelspeed; |
|
|
|
// |
|
// user intentions |
|
// |
|
for( i = 0; i < 3; i++ ) |
|
wishvel[i] = pmove->forward[i] * pmove->cmd.forwardmove + pmove->right[i] * pmove->cmd.sidemove; |
|
|
|
// Sinking after no other movement occurs |
|
if( !pmove->cmd.forwardmove && !pmove->cmd.sidemove && !pmove->cmd.upmove ) |
|
wishvel[2] -= 60; // drift towards bottom |
|
else // Go straight up by upmove amount. |
|
wishvel[2] += pmove->cmd.upmove; |
|
|
|
// Copy it over and determine speed |
|
VectorCopy( wishvel, wishdir ); |
|
wishspeed = VectorNormalize( wishdir ); |
|
|
|
// Cap speed. |
|
if( wishspeed > pmove->maxspeed ) |
|
{ |
|
VectorScale( wishvel, pmove->maxspeed / wishspeed, wishvel ); |
|
wishspeed = pmove->maxspeed; |
|
} |
|
// Slow us down a bit. |
|
wishspeed *= 0.8f; |
|
|
|
VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
|
|
// Water friction |
|
VectorCopy( pmove->velocity, temp ); |
|
speed = VectorNormalize( temp ); |
|
if( speed ) |
|
{ |
|
newspeed = speed - pmove->frametime * speed * pmove->movevars->friction * pmove->friction; |
|
|
|
if( newspeed < 0 ) |
|
newspeed = 0; |
|
VectorScale( pmove->velocity, newspeed / speed, pmove->velocity ); |
|
} |
|
else |
|
newspeed = 0; |
|
|
|
// |
|
// water acceleration |
|
// |
|
if( wishspeed < 0.1f ) |
|
{ |
|
return; |
|
} |
|
|
|
addspeed = wishspeed - newspeed; |
|
if( addspeed > 0 ) |
|
{ |
|
VectorNormalize( wishvel ); |
|
accelspeed = pmove->movevars->accelerate * wishspeed * pmove->frametime * pmove->friction; |
|
if( accelspeed > addspeed ) |
|
accelspeed = addspeed; |
|
|
|
for( i = 0; i < 3; i++ ) |
|
pmove->velocity[i] += accelspeed * wishvel[i]; |
|
} |
|
|
|
// Now move |
|
// assume it is a stair or a slope, so press down from stepheight above |
|
VectorMA( pmove->origin, pmove->frametime, pmove->velocity, dest ); |
|
VectorCopy( dest, start ); |
|
start[2] += pmove->movevars->stepsize + 1; |
|
trace = pmove->PM_PlayerTrace( start, dest, PM_NORMAL, -1 ); |
|
if( !trace.startsolid && !trace.allsolid ) // FIXME: check steep slope? |
|
{ // walked up the step, so just keep result and exit |
|
VectorCopy( trace.endpos, pmove->origin ); |
|
return; |
|
} |
|
|
|
// Try moving straight along out normal path. |
|
PM_FlyMove(); |
|
} |
|
|
|
/* |
|
=================== |
|
PM_AirMove |
|
|
|
=================== |
|
*/ |
|
void PM_AirMove( void ) |
|
{ |
|
int i; |
|
vec3_t wishvel; |
|
float fmove, smove; |
|
vec3_t wishdir; |
|
float wishspeed; |
|
|
|
// Copy movement amounts |
|
fmove = pmove->cmd.forwardmove; |
|
smove = pmove->cmd.sidemove; |
|
|
|
// Zero out z components of movement vectors |
|
pmove->forward[2] = 0; |
|
pmove->right[2] = 0; |
|
// Renormalize |
|
VectorNormalize( pmove->forward ); |
|
VectorNormalize( pmove->right ); |
|
|
|
// Determine x and y parts of velocity |
|
for( i = 0; i < 2; i++ ) |
|
{ |
|
wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; |
|
} |
|
// Zero out z part of velocity |
|
wishvel[2] = 0; |
|
|
|
// Determine maginitude of speed of move |
|
VectorCopy( wishvel, wishdir ); |
|
wishspeed = VectorNormalize( wishdir ); |
|
|
|
// Clamp to server defined max speed |
|
if( wishspeed > pmove->maxspeed ) |
|
{ |
|
VectorScale( wishvel, pmove->maxspeed/wishspeed, wishvel ); |
|
wishspeed = pmove->maxspeed; |
|
} |
|
|
|
PM_AirAccelerate( wishdir, wishspeed, pmove->movevars->airaccelerate ); |
|
|
|
// Add in any base velocity to the current velocity. |
|
VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
|
|
PM_FlyMove(); |
|
} |
|
|
|
qboolean PM_InWater( void ) |
|
{ |
|
return ( pmove->waterlevel > 1 ); |
|
} |
|
|
|
/* |
|
============= |
|
PM_CheckWater |
|
|
|
Sets pmove->waterlevel and pmove->watertype values. |
|
============= |
|
*/ |
|
qboolean PM_CheckWater() |
|
{ |
|
vec3_t point; |
|
int cont; |
|
int truecont; |
|
float height; |
|
float heightover2; |
|
|
|
// Pick a spot just above the players feet. |
|
point[0] = pmove->origin[0] + ( pmove->player_mins[pmove->usehull][0] + pmove->player_maxs[pmove->usehull][0] ) * 0.5f; |
|
point[1] = pmove->origin[1] + ( pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1] ) * 0.5f; |
|
point[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2] + 1; |
|
|
|
// Assume that we are not in water at all. |
|
pmove->waterlevel = 0; |
|
pmove->watertype = CONTENTS_EMPTY; |
|
|
|
// Grab point contents. |
|
cont = pmove->PM_PointContents (point, &truecont ); |
|
// Are we under water? (not solid and not empty?) |
|
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) |
|
{ |
|
// Set water type |
|
pmove->watertype = cont; |
|
|
|
// We are at least at level one |
|
pmove->waterlevel = 1; |
|
|
|
height = ( pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2] ); |
|
heightover2 = height * 0.5f; |
|
|
|
// Now check a point that is at the player hull midpoint. |
|
point[2] = pmove->origin[2] + heightover2; |
|
cont = pmove->PM_PointContents( point, NULL ); |
|
// If that point is also under water... |
|
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) |
|
{ |
|
// Set a higher water level. |
|
pmove->waterlevel = 2; |
|
|
|
// Now check the eye position. (view_ofs is relative to the origin) |
|
point[2] = pmove->origin[2] + pmove->view_ofs[2]; |
|
|
|
cont = pmove->PM_PointContents( point, NULL ); |
|
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) |
|
pmove->waterlevel = 3; // In over our eyes |
|
} |
|
|
|
// Adjust velocity based on water current, if any. |
|
if( ( truecont <= CONTENTS_CURRENT_0 ) && ( truecont >= CONTENTS_CURRENT_DOWN ) ) |
|
{ |
|
// The deeper we are, the stronger the current. |
|
static vec3_t current_table[] = |
|
{ |
|
{1, 0, 0}, |
|
{0, 1, 0}, |
|
{-1, 0, 0}, |
|
{0, -1, 0}, |
|
{0, 0, 1}, |
|
{0, 0, -1} |
|
}; |
|
|
|
VectorMA( pmove->basevelocity, 50.0*pmove->waterlevel, current_table[CONTENTS_CURRENT_0 - truecont], pmove->basevelocity ); |
|
} |
|
} |
|
|
|
return pmove->waterlevel > 1; |
|
} |
|
|
|
/* |
|
============= |
|
PM_CatagorizePosition |
|
============= |
|
*/ |
|
void PM_CatagorizePosition( void ) |
|
{ |
|
vec3_t point; |
|
pmtrace_t tr; |
|
|
|
// if the player hull point one unit down is solid, the player |
|
// is on ground |
|
|
|
// see if standing on something solid |
|
|
|
// Doing this before we move may introduce a potential latency in water detection, but |
|
// doing it after can get us stuck on the bottom in water if the amount we move up |
|
// is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call |
|
// this several times per frame, so we really need to avoid sticking to the bottom of |
|
// water on each call, and the converse case will correct itself if called twice. |
|
PM_CheckWater(); |
|
|
|
point[0] = pmove->origin[0]; |
|
point[1] = pmove->origin[1]; |
|
point[2] = pmove->origin[2] - 2; |
|
|
|
if( pmove->velocity[2] > 180 ) // Shooting up really fast. Definitely not on ground. |
|
{ |
|
pmove->onground = -1; |
|
} |
|
else |
|
{ |
|
// Try and move down. |
|
tr = pmove->PM_PlayerTrace( pmove->origin, point, PM_NORMAL, -1 ); |
|
// If we hit a steep plane, we are not on ground |
|
if( tr.plane.normal[2] < 0.7f ) |
|
pmove->onground = -1; // too steep |
|
else |
|
pmove->onground = tr.ent; // Otherwise, point to index of ent under us. |
|
|
|
// If we are on something... |
|
if( pmove->onground != -1 ) |
|
{ |
|
// Then we are not in water jump sequence |
|
pmove->waterjumptime = 0; |
|
// If we could make the move, drop us down that 1 pixel |
|
if( pmove->waterlevel < 2 && !tr.startsolid && !tr.allsolid ) |
|
VectorCopy( tr.endpos, pmove->origin ); |
|
} |
|
|
|
// Standing on an entity other than the world |
|
if( tr.ent > 0 ) // So signal that we are touching something. |
|
{ |
|
PM_AddToTouched( tr, pmove->velocity ); |
|
} |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
PM_GetRandomStuckOffsets |
|
|
|
When a player is stuck, it's costly to try and unstick them |
|
Grab a test offset for the player based on a passed in index |
|
================= |
|
*/ |
|
int PM_GetRandomStuckOffsets( int nIndex, int server, vec3_t offset ) |
|
{ |
|
// Last time we did a full |
|
int idx; |
|
idx = rgStuckLast[nIndex][server]++; |
|
|
|
VectorCopy( rgv3tStuckTable[idx % 54], offset ); |
|
|
|
return ( idx % 54 ); |
|
} |
|
|
|
void PM_ResetStuckOffsets( int nIndex, int server ) |
|
{ |
|
rgStuckLast[nIndex][server] = 0; |
|
} |
|
|
|
/* |
|
================= |
|
NudgePosition |
|
|
|
If pmove->origin is in a solid position, |
|
try nudging slightly on all axis to |
|
allow for the cut precision of the net coordinates |
|
================= |
|
*/ |
|
#define PM_CHECKSTUCK_MINTIME 0.05f // Don't check again too quickly. |
|
|
|
int PM_CheckStuck( void ) |
|
{ |
|
vec3_t base; |
|
vec3_t offset; |
|
vec3_t test; |
|
int hitent; |
|
int idx; |
|
float fTime; |
|
int i; |
|
pmtrace_t traceresult; |
|
|
|
static float rgStuckCheckTime[MAX_CLIENTS][2]; // Last time we did a full |
|
|
|
// If position is okay, exit |
|
hitent = pmove->PM_TestPlayerPosition( pmove->origin, &traceresult ); |
|
if( hitent == -1 ) |
|
{ |
|
PM_ResetStuckOffsets( pmove->player_index, pmove->server ); |
|
return 0; |
|
} |
|
|
|
VectorCopy( pmove->origin, base ); |
|
|
|
// |
|
// Deal with precision error in network. |
|
// |
|
if( !pmove->server ) |
|
{ |
|
// World or BSP model |
|
if( ( hitent == 0 ) || ( pmove->physents[hitent].model != NULL ) ) |
|
{ |
|
int nReps = 0; |
|
PM_ResetStuckOffsets( pmove->player_index, pmove->server ); |
|
do |
|
{ |
|
i = PM_GetRandomStuckOffsets( pmove->player_index, pmove->server, offset ); |
|
|
|
VectorAdd( base, offset, test ); |
|
if( pmove->PM_TestPlayerPosition( test, &traceresult ) == -1 ) |
|
{ |
|
PM_ResetStuckOffsets( pmove->player_index, pmove->server ); |
|
|
|
VectorCopy( test, pmove->origin ); |
|
return 0; |
|
} |
|
nReps++; |
|
} while( nReps < 54 ); |
|
} |
|
} |
|
|
|
// Only an issue on the client. |
|
if( pmove->server ) |
|
idx = 0; |
|
else |
|
idx = 1; |
|
|
|
fTime = pmove->Sys_FloatTime(); |
|
// Too soon? |
|
if( rgStuckCheckTime[pmove->player_index][idx] >= ( fTime - PM_CHECKSTUCK_MINTIME ) ) |
|
{ |
|
return 1; |
|
} |
|
rgStuckCheckTime[pmove->player_index][idx] = fTime; |
|
|
|
pmove->PM_StuckTouch( hitent, &traceresult ); |
|
|
|
i = PM_GetRandomStuckOffsets( pmove->player_index, pmove->server, offset ); |
|
|
|
VectorAdd( base, offset, test ); |
|
if( ( hitent = pmove->PM_TestPlayerPosition( test, NULL ) ) == -1 ) |
|
{ |
|
//Con_DPrintf( "Nudged\n" ); |
|
|
|
PM_ResetStuckOffsets( pmove->player_index, pmove->server ); |
|
|
|
VectorCopy( test, pmove->origin ); |
|
return 0; |
|
} |
|
|
|
// If player is flailing while stuck in another player ( should never happen ), then see |
|
// if we can't "unstick" them forceably. |
|
if( pmove->cmd.buttons & ( IN_JUMP | IN_DUCK | IN_ATTACK ) && ( pmove->physents[hitent].player != 0 ) ) |
|
{ |
|
float x, y, z; |
|
float xystep = 8.0f; |
|
float zstep = 18.0f; |
|
float xyminmax = xystep; |
|
float zminmax = 4 * zstep; |
|
|
|
for( z = 0; z <= zminmax; z += zstep ) |
|
{ |
|
for( x = -xyminmax; x <= xyminmax; x += xystep ) |
|
{ |
|
for( y = -xyminmax; y <= xyminmax; y += xystep ) |
|
{ |
|
VectorCopy( base, test ); |
|
test[0] += x; |
|
test[1] += y; |
|
test[2] += z; |
|
|
|
if( pmove->PM_TestPlayerPosition( test, NULL ) == -1 ) |
|
{ |
|
VectorCopy( test, pmove->origin ); |
|
return 0; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
//VectorCopy( base, pmove->origin ); |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
=============== |
|
PM_SpectatorMove |
|
=============== |
|
*/ |
|
void PM_SpectatorMove( void ) |
|
{ |
|
float speed, drop, friction, control, newspeed; |
|
//float accel; |
|
float currentspeed, addspeed, accelspeed; |
|
int i; |
|
vec3_t wishvel; |
|
float fmove, smove; |
|
vec3_t wishdir; |
|
float wishspeed; |
|
// this routine keeps track of the spectators psoition |
|
// there a two different main move types : track player or moce freely (OBS_ROAMING) |
|
// doesn't need excate track position, only to generate PVS, so just copy |
|
// targets position and real view position is calculated on client (saves server CPU) |
|
|
|
if( pmove->iuser1 == OBS_ROAMING ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
// jump only in roaming mode |
|
if( iJumpSpectator ) |
|
{ |
|
VectorCopy( vJumpOrigin, pmove->origin ); |
|
VectorCopy( vJumpAngles, pmove->angles ); |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
iJumpSpectator = 0; |
|
return; |
|
} |
|
#endif |
|
// Move around in normal spectator method |
|
speed = Length( pmove->velocity ); |
|
if( speed < 1 ) |
|
{ |
|
VectorCopy( vec3_origin, pmove->velocity ) |
|
} |
|
else |
|
{ |
|
drop = 0; |
|
|
|
friction = pmove->movevars->friction * 1.5f; // extra friction |
|
control = speed < pmove->movevars->stopspeed ? pmove->movevars->stopspeed : speed; |
|
drop += control * friction*pmove->frametime; |
|
|
|
// scale the velocity |
|
newspeed = speed - drop; |
|
if( newspeed < 0 ) |
|
newspeed = 0; |
|
newspeed /= speed; |
|
|
|
VectorScale( pmove->velocity, newspeed, pmove->velocity ); |
|
} |
|
|
|
// accelerate |
|
fmove = pmove->cmd.forwardmove; |
|
smove = pmove->cmd.sidemove; |
|
|
|
VectorNormalize( pmove->forward ); |
|
VectorNormalize( pmove->right ); |
|
|
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; |
|
} |
|
wishvel[2] += pmove->cmd.upmove; |
|
|
|
VectorCopy( wishvel, wishdir ); |
|
wishspeed = VectorNormalize( wishdir ); |
|
|
|
// |
|
// clamp to server defined max speed |
|
// |
|
if( wishspeed > pmove->movevars->spectatormaxspeed ) |
|
{ |
|
VectorScale( wishvel, pmove->movevars->spectatormaxspeed/wishspeed, wishvel ); |
|
wishspeed = pmove->movevars->spectatormaxspeed; |
|
} |
|
|
|
currentspeed = DotProduct( pmove->velocity, wishdir ); |
|
addspeed = wishspeed - currentspeed; |
|
if( addspeed <= 0 ) |
|
return; |
|
|
|
accelspeed = pmove->movevars->accelerate * pmove->frametime * wishspeed; |
|
if( accelspeed > addspeed ) |
|
accelspeed = addspeed; |
|
|
|
for( i = 0; i < 3; i++ ) |
|
pmove->velocity[i] += accelspeed*wishdir[i]; |
|
|
|
// move |
|
VectorMA( pmove->origin, pmove->frametime, pmove->velocity, pmove->origin ); |
|
} |
|
else |
|
{ |
|
// all other modes just track some kind of target, so spectator PVS = target PVS |
|
|
|
int target; |
|
|
|
// no valid target ? |
|
if( pmove->iuser2 <= 0 ) |
|
return; |
|
|
|
// Find the client this player's targeting |
|
for( target = 0; target < pmove->numphysent; target++ ) |
|
{ |
|
if( pmove->physents[target].info == pmove->iuser2 ) |
|
break; |
|
} |
|
|
|
if( target == pmove->numphysent ) |
|
return; |
|
|
|
// use targets position as own origin for PVS |
|
VectorCopy( pmove->physents[target].angles, pmove->angles ); |
|
VectorCopy( pmove->physents[target].origin, pmove->origin ); |
|
|
|
// no velocity |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
} |
|
} |
|
|
|
/* |
|
================== |
|
PM_SplineFraction |
|
|
|
Use for ease-in, ease-out style interpolation (accel/decel) |
|
Used by ducking code. |
|
================== |
|
*/ |
|
float PM_SplineFraction( float value, float scale ) |
|
{ |
|
float valueSquared; |
|
|
|
value = scale * value; |
|
valueSquared = value * value; |
|
|
|
// Nice little ease-in, ease-out spline-like curve |
|
return 3 * valueSquared - 2 * valueSquared * value; |
|
} |
|
|
|
void PM_FixPlayerCrouchStuck( int direction ) |
|
{ |
|
int hitent; |
|
int i; |
|
vec3_t test; |
|
|
|
hitent = pmove->PM_TestPlayerPosition( pmove->origin, NULL ); |
|
if( hitent == -1 ) |
|
return; |
|
|
|
VectorCopy( pmove->origin, test ); |
|
for( i = 0; i < 36; i++ ) |
|
{ |
|
pmove->origin[2] += direction; |
|
hitent = pmove->PM_TestPlayerPosition( pmove->origin, NULL ); |
|
if( hitent == -1 ) |
|
return; |
|
} |
|
|
|
VectorCopy( test, pmove->origin ); // Failed |
|
} |
|
|
|
void PM_UnDuck( void ) |
|
{ |
|
int i; |
|
pmtrace_t trace; |
|
vec3_t newOrigin; |
|
|
|
VectorCopy( pmove->origin, newOrigin ); |
|
|
|
if( pmove->onground != -1 ) |
|
{ |
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
newOrigin[i] += ( pmove->player_mins[1][i] - pmove->player_mins[0][i] ); |
|
} |
|
} |
|
|
|
trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 ); |
|
|
|
if( !trace.startsolid ) |
|
{ |
|
pmove->usehull = 0; |
|
|
|
// Oh, no, changing hulls stuck us into something, try unsticking downward first. |
|
trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 ); |
|
if( trace.startsolid ) |
|
{ |
|
// See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot |
|
//Con_Printf( "unstick got stuck\n" ); |
|
pmove->usehull = 1; |
|
return; |
|
} |
|
|
|
pmove->flags &= ~FL_DUCKING; |
|
pmove->bInDuck = false; |
|
pmove->view_ofs[2] = VEC_VIEW; |
|
pmove->flDuckTime = 0; |
|
|
|
VectorCopy( newOrigin, pmove->origin ); |
|
|
|
// Recatagorize position since ducking can change origin |
|
PM_CatagorizePosition(); |
|
} |
|
} |
|
|
|
void PM_Duck( void ) |
|
{ |
|
int i; |
|
float time; |
|
float duckFraction; |
|
|
|
int buttonsChanged = ( pmove->oldbuttons ^ pmove->cmd.buttons ); // These buttons have changed this frame |
|
int nButtonPressed = buttonsChanged & pmove->cmd.buttons; // The changed ones still down are "pressed" |
|
|
|
//int duckchange = buttonsChanged & IN_DUCK ? 1 : 0; |
|
//int duckpressed = nButtonPressed & IN_DUCK ? 1 : 0; |
|
|
|
if( pmove->cmd.buttons & IN_DUCK ) |
|
{ |
|
pmove->oldbuttons |= IN_DUCK; |
|
} |
|
else |
|
{ |
|
pmove->oldbuttons &= ~IN_DUCK; |
|
} |
|
|
|
// Prevent ducking if the iuser3 variable is set |
|
if( pmove->iuser3 || pmove->dead ) |
|
{ |
|
// Try to unduck |
|
if( pmove->flags & FL_DUCKING ) |
|
{ |
|
PM_UnDuck(); |
|
} |
|
return; |
|
} |
|
|
|
if( pmove->flags & FL_DUCKING ) |
|
{ |
|
pmove->cmd.forwardmove *= PLAYER_DUCKING_MULTIPLIER; |
|
pmove->cmd.sidemove *= PLAYER_DUCKING_MULTIPLIER; |
|
pmove->cmd.upmove *= PLAYER_DUCKING_MULTIPLIER; |
|
} |
|
|
|
if( ( pmove->cmd.buttons & IN_DUCK ) || ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) |
|
{ |
|
if( pmove->cmd.buttons & IN_DUCK ) |
|
{ |
|
if( (nButtonPressed & IN_DUCK ) && !( pmove->flags & FL_DUCKING ) ) |
|
{ |
|
// Use 1 second so super long jump will work |
|
pmove->flDuckTime = 1000; |
|
pmove->bInDuck = true; |
|
} |
|
|
|
time = max( 0.0f, ( 1.0f - (float)pmove->flDuckTime / 1000.0f ) ); |
|
|
|
if( pmove->bInDuck ) |
|
{ |
|
// Finish ducking immediately if duck time is over or not on ground |
|
if( ( (float)pmove->flDuckTime / 1000.0f <= ( 1.0f - TIME_TO_DUCK ) ) || ( pmove->onground == -1 ) ) |
|
{ |
|
pmove->usehull = 1; |
|
pmove->view_ofs[2] = VEC_DUCK_VIEW; |
|
pmove->flags |= FL_DUCKING; |
|
pmove->bInDuck = false; |
|
|
|
// HACKHACK - Fudge for collision bug - no time to fix this properly |
|
if( pmove->onground != -1 ) |
|
{ |
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
pmove->origin[i] -= ( pmove->player_mins[1][i] - pmove->player_mins[0][i] ); |
|
} |
|
// See if we are stuck? |
|
PM_FixPlayerCrouchStuck( STUCK_MOVEUP ); |
|
|
|
// Recatagorize position since ducking can change origin |
|
PM_CatagorizePosition(); |
|
} |
|
} |
|
else |
|
{ |
|
float fMore = VEC_DUCK_HULL_MIN - VEC_HULL_MIN; |
|
|
|
// Calc parametric time |
|
duckFraction = PM_SplineFraction( time, ( 1.0f / TIME_TO_DUCK ) ); |
|
pmove->view_ofs[2] = ( ( VEC_DUCK_VIEW - fMore ) * duckFraction ) + ( VEC_VIEW * ( 1 - duckFraction ) ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
// Try to unduck |
|
PM_UnDuck(); |
|
} |
|
} |
|
} |
|
|
|
void PM_LadderMove( physent_t *pLadder ) |
|
{ |
|
vec3_t ladderCenter; |
|
trace_t trace; |
|
qboolean onFloor; |
|
vec3_t floor; |
|
vec3_t modelmins, modelmaxs; |
|
|
|
if( pmove->movetype == MOVETYPE_NOCLIP ) |
|
return; |
|
|
|
pmove->PM_GetModelBounds( pLadder->model, modelmins, modelmaxs ); |
|
|
|
VectorAdd( modelmins, modelmaxs, ladderCenter ); |
|
VectorScale( ladderCenter, 0.5, ladderCenter ); |
|
|
|
pmove->movetype = MOVETYPE_FLY; |
|
|
|
// On ladder, convert movement to be relative to the ladder |
|
VectorCopy( pmove->origin, floor ); |
|
floor[2] += pmove->player_mins[pmove->usehull][2] - 1; |
|
|
|
if( pmove->PM_PointContents( floor, NULL ) == CONTENTS_SOLID ) |
|
onFloor = true; |
|
else |
|
onFloor = false; |
|
|
|
pmove->gravity = 0; |
|
pmove->PM_TraceModel( pLadder, pmove->origin, ladderCenter, &trace ); |
|
if( trace.fraction != 1.0f ) |
|
{ |
|
float forward = 0, right = 0; |
|
vec3_t vpn, v_right; |
|
float flSpeed = MAX_CLIMB_SPEED; |
|
|
|
// they shouldn't be able to move faster than their maxspeed |
|
if( flSpeed > pmove->maxspeed ) |
|
flSpeed = pmove->maxspeed; |
|
|
|
AngleVectors( pmove->angles, vpn, v_right, NULL ); |
|
|
|
if( pmove->flags & FL_DUCKING ) |
|
flSpeed *= PLAYER_DUCKING_MULTIPLIER; |
|
if( pmove->cmd.buttons & IN_BACK ) |
|
forward -= flSpeed; |
|
if( pmove->cmd.buttons & IN_FORWARD ) |
|
forward += flSpeed; |
|
if( pmove->cmd.buttons & IN_MOVELEFT ) |
|
right -= flSpeed; |
|
if( pmove->cmd.buttons & IN_MOVERIGHT ) |
|
right += flSpeed; |
|
|
|
if( pmove->cmd.buttons & IN_JUMP ) |
|
{ |
|
pmove->movetype = MOVETYPE_WALK; |
|
VectorScale( trace.plane.normal, 270, pmove->velocity ); |
|
} |
|
else |
|
{ |
|
if( forward != 0 || right != 0 ) |
|
{ |
|
vec3_t velocity, perp, cross, lateral, tmp; |
|
float normal; |
|
|
|
//ALERT( at_console, "pev %.2f %.2f %.2f - ", |
|
// pev->velocity.x, pev->velocity.y, pev->velocity.z ); |
|
// Calculate player's intended velocity |
|
//Vector velocity = ( forward * gpGlobals->v_forward ) + ( right * gpGlobals->v_right ); |
|
VectorScale( vpn, forward, velocity ); |
|
VectorMA( velocity, right, v_right, velocity ); |
|
|
|
// Perpendicular in the ladder plane |
|
// Vector perp = CrossProduct( Vector( 0, 0, 1 ), trace.vecPlaneNormal ); |
|
// perp = perp.Normalize(); |
|
VectorClear( tmp ); |
|
tmp[2] = 1; |
|
CrossProduct( tmp, trace.plane.normal, perp ); |
|
VectorNormalize( perp ); |
|
|
|
// decompose velocity into ladder plane |
|
normal = DotProduct( velocity, trace.plane.normal ); |
|
// This is the velocity into the face of the ladder |
|
VectorScale( trace.plane.normal, normal, cross ); |
|
|
|
// This is the player's additional velocity |
|
VectorSubtract( velocity, cross, lateral ); |
|
|
|
// This turns the velocity into the face of the ladder into velocity that |
|
// is roughly vertically perpendicular to the face of the ladder. |
|
// NOTE: It IS possible to face up and move down or face down and move up |
|
// because the velocity is a sum of the directional velocity and the converted |
|
// velocity through the face of the ladder -- by design. |
|
CrossProduct( trace.plane.normal, perp, tmp ); |
|
VectorMA( lateral, -normal, tmp, pmove->velocity ); |
|
if( onFloor && normal > 0 ) // On ground moving away from the ladder |
|
{ |
|
VectorMA( pmove->velocity, MAX_CLIMB_SPEED, trace.plane.normal, pmove->velocity ); |
|
} |
|
//pev->velocity = lateral - ( CrossProduct( trace.vecPlaneNormal, perp ) * normal ); |
|
} |
|
else |
|
{ |
|
VectorClear( pmove->velocity ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
physent_t *PM_Ladder( void ) |
|
{ |
|
int i; |
|
physent_t *pe; |
|
hull_t *hull; |
|
int num; |
|
vec3_t test; |
|
|
|
for( i = 0; i < pmove->nummoveent; i++ ) |
|
{ |
|
pe = &pmove->moveents[i]; |
|
|
|
if( pe->model && (modtype_t)pmove->PM_GetModelType( pe->model ) == mod_brush && pe->skin == CONTENTS_LADDER ) |
|
{ |
|
|
|
hull = (hull_t *)pmove->PM_HullForBsp( pe, test ); |
|
num = hull->firstclipnode; |
|
|
|
// Offset the test point appropriately for this hull. |
|
VectorSubtract( pmove->origin, test, test ); |
|
|
|
// Test the player's hull for intersection with this model |
|
if( pmove->PM_HullPointContents( hull, num, test ) == CONTENTS_EMPTY ) |
|
continue; |
|
|
|
return pe; |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
void PM_WaterJump( void ) |
|
{ |
|
if( pmove->waterjumptime > 10000 ) |
|
{ |
|
pmove->waterjumptime = 10000; |
|
} |
|
|
|
if( !pmove->waterjumptime ) |
|
return; |
|
|
|
pmove->waterjumptime -= pmove->cmd.msec; |
|
if( pmove->waterjumptime < 0 || !pmove->waterlevel ) |
|
{ |
|
pmove->waterjumptime = 0; |
|
pmove->flags &= ~FL_WATERJUMP; |
|
} |
|
|
|
pmove->velocity[0] = pmove->movedir[0]; |
|
pmove->velocity[1] = pmove->movedir[1]; |
|
} |
|
|
|
/* |
|
============ |
|
PM_AddGravity |
|
|
|
============ |
|
*/ |
|
void PM_AddGravity() |
|
{ |
|
float ent_gravity; |
|
|
|
if( pmove->gravity ) |
|
ent_gravity = pmove->gravity; |
|
else |
|
ent_gravity = 1.0f; |
|
|
|
// Add gravity incorrectly |
|
pmove->velocity[2] -= ( ent_gravity * pmove->movevars->gravity * pmove->frametime ); |
|
pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime; |
|
pmove->basevelocity[2] = 0; |
|
PM_CheckVelocity(); |
|
} |
|
|
|
/* |
|
============ |
|
PM_PushEntity |
|
|
|
Does not change the entities velocity at all |
|
============ |
|
*/ |
|
pmtrace_t PM_PushEntity( vec3_t push ) |
|
{ |
|
pmtrace_t trace; |
|
vec3_t end; |
|
|
|
VectorAdd( pmove->origin, push, end ); |
|
|
|
trace = pmove->PM_PlayerTrace( pmove->origin, end, PM_NORMAL, -1 ); |
|
|
|
VectorCopy( trace.endpos, pmove->origin ); |
|
|
|
// So we can run impact function afterwards. |
|
if( trace.fraction < 1.0f && !trace.allsolid ) |
|
{ |
|
PM_AddToTouched( trace, pmove->velocity ); |
|
} |
|
|
|
return trace; |
|
} |
|
|
|
/* |
|
============ |
|
PM_Physics_Toss() |
|
|
|
Dead player flying through air., e.g. |
|
============ |
|
*/ |
|
void PM_Physics_Toss() |
|
{ |
|
pmtrace_t trace; |
|
vec3_t move; |
|
float backoff; |
|
|
|
PM_CheckWater(); |
|
|
|
if( pmove->velocity[2] > 0 ) |
|
pmove->onground = -1; |
|
|
|
// If on ground and not moving, return. |
|
if( pmove->onground != -1 ) |
|
{ |
|
if( VectorCompare( pmove->basevelocity, vec3_origin ) && VectorCompare( pmove->velocity, vec3_origin ) ) |
|
return; |
|
} |
|
|
|
PM_CheckVelocity(); |
|
|
|
// add gravity |
|
if( pmove->movetype != MOVETYPE_FLY && pmove->movetype != MOVETYPE_BOUNCEMISSILE && pmove->movetype != MOVETYPE_FLYMISSILE ) |
|
PM_AddGravity (); |
|
|
|
// move origin |
|
// Base velocity is not properly accounted for since this entity will move again after the bounce without |
|
// taking it into account |
|
VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
|
|
PM_CheckVelocity(); |
|
VectorScale( pmove->velocity, pmove->frametime, move ); |
|
VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
|
|
trace = PM_PushEntity( move ); // Should this clear basevelocity |
|
|
|
PM_CheckVelocity(); |
|
|
|
if( trace.allsolid ) |
|
{ |
|
// entity is trapped in another solid |
|
pmove->onground = trace.ent; |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
return; |
|
} |
|
|
|
if( trace.fraction == 1 ) |
|
{ |
|
PM_CheckWater(); |
|
return; |
|
} |
|
|
|
if( pmove->movetype == MOVETYPE_BOUNCE ) |
|
backoff = 2.0f - pmove->friction; |
|
else if( pmove->movetype == MOVETYPE_BOUNCEMISSILE ) |
|
backoff = 2.0f; |
|
else |
|
backoff = 1.0f; |
|
|
|
PM_ClipVelocity( pmove->velocity, trace.plane.normal, pmove->velocity, backoff ); |
|
|
|
// stop if on ground |
|
if( trace.plane.normal[2] > 0.7f ) |
|
{ |
|
float vel; |
|
vec3_t base; |
|
|
|
VectorClear( base ); |
|
if( pmove->velocity[2] < pmove->movevars->gravity * pmove->frametime ) |
|
{ |
|
// we're rolling on the ground, add static friction. |
|
pmove->onground = trace.ent; |
|
pmove->velocity[2] = 0; |
|
} |
|
|
|
vel = DotProduct( pmove->velocity, pmove->velocity ); |
|
|
|
// Con_DPrintf( "%f %f: %.0f %.0f %.0f\n", vel, trace.fraction, ent->velocity[0], ent->velocity[1], ent->velocity[2] ); |
|
|
|
if( vel < ( 30 * 30 ) || ( pmove->movetype != MOVETYPE_BOUNCE && pmove->movetype != MOVETYPE_BOUNCEMISSILE ) ) |
|
{ |
|
pmove->onground = trace.ent; |
|
VectorCopy( vec3_origin, pmove->velocity ); |
|
} |
|
else |
|
{ |
|
VectorScale( pmove->velocity, ( 1.0f - trace.fraction) * pmove->frametime * 0.9f, move ); |
|
trace = PM_PushEntity( move ); |
|
} |
|
VectorSubtract( pmove->velocity, base, pmove->velocity ) |
|
} |
|
|
|
// check for in water |
|
PM_CheckWater(); |
|
} |
|
|
|
/* |
|
==================== |
|
PM_NoClip |
|
|
|
==================== |
|
*/ |
|
void PM_NoClip() |
|
{ |
|
int i; |
|
vec3_t wishvel; |
|
float fmove, smove; |
|
//float currentspeed, addspeed, accelspeed; |
|
|
|
// Copy movement amounts |
|
fmove = pmove->cmd.forwardmove; |
|
smove = pmove->cmd.sidemove; |
|
|
|
VectorNormalize( pmove->forward ); |
|
VectorNormalize( pmove->right ); |
|
|
|
for( i = 0; i < 3; i++ ) // Determine x and y parts of velocity |
|
{ |
|
wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; |
|
} |
|
wishvel[2] += pmove->cmd.upmove; |
|
|
|
VectorMA (pmove->origin, pmove->frametime, wishvel, pmove->origin ); |
|
|
|
// Zero out the velocity so that we don't accumulate a huge downward velocity from |
|
// gravity, etc. |
|
VectorClear( pmove->velocity ); |
|
} |
|
|
|
// Only allow bunny jumping up to 1.7x server / player maxspeed setting |
|
#define BUNNYJUMP_MAX_SPEED_FACTOR 1.7f |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Corrects bunny jumping ( where player initiates a bunny jump before other |
|
// movement logic runs, thus making onground == -1 thus making PM_Friction get skipped and |
|
// running PM_AirMove, which doesn't crop velocity to maxspeed like the ground / other |
|
// movement logic does. |
|
//----------------------------------------------------------------------------- |
|
void PM_PreventMegaBunnyJumping( void ) |
|
{ |
|
// Current player speed |
|
float spd; |
|
// If we have to crop, apply this cropping fraction to velocity |
|
float fraction; |
|
// Speed at which bunny jumping is limited |
|
float maxscaledspeed; |
|
|
|
maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * pmove->maxspeed; |
|
|
|
// Don't divide by zero |
|
if( maxscaledspeed <= 0.0f ) |
|
return; |
|
|
|
spd = Length( pmove->velocity ); |
|
|
|
if( spd <= maxscaledspeed ) |
|
return; |
|
|
|
fraction = ( maxscaledspeed / spd ) * 0.65f; //Returns the modifier for the velocity |
|
|
|
VectorScale( pmove->velocity, fraction, pmove->velocity ); //Crop it down!. |
|
} |
|
|
|
/* |
|
============= |
|
PM_Jump |
|
============= |
|
*/ |
|
void PM_Jump( void ) |
|
{ |
|
int i; |
|
qboolean tfc = false; |
|
|
|
qboolean cansuperjump = false; |
|
|
|
if( pmove->dead ) |
|
{ |
|
pmove->oldbuttons |= IN_JUMP; // don't jump again until released |
|
return; |
|
} |
|
|
|
tfc = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "tfc" ) ) == 1 ? true : false; |
|
|
|
// Spy that's feigning death cannot jump |
|
if( tfc && ( pmove->deadflag == ( DEAD_DISCARDBODY + 1 ) ) ) |
|
{ |
|
return; |
|
} |
|
|
|
// See if we are waterjumping. If so, decrement count and return. |
|
if( pmove->waterjumptime ) |
|
{ |
|
pmove->waterjumptime -= pmove->cmd.msec; |
|
if( pmove->waterjumptime < 0 ) |
|
{ |
|
pmove->waterjumptime = 0; |
|
} |
|
return; |
|
} |
|
|
|
// If we are in the water most of the way... |
|
if( pmove->waterlevel >= 2 ) |
|
{ |
|
// swimming, not jumping |
|
pmove->onground = -1; |
|
|
|
if( pmove->watertype == CONTENTS_WATER ) // We move up a certain amount |
|
pmove->velocity[2] = 100; |
|
else if( pmove->watertype == CONTENTS_SLIME ) |
|
pmove->velocity[2] = 80; |
|
else // LAVA |
|
pmove->velocity[2] = 50; |
|
|
|
// play swiming sound |
|
if( pmove->flSwimTime <= 0 ) |
|
{ |
|
// Don't play sound again for 1 second |
|
pmove->flSwimTime = 1000; |
|
switch( pmove->RandomLong( 0, 3 ) ) |
|
{ |
|
case 0: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 1: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 2: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 3: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
} |
|
} |
|
|
|
return; |
|
} |
|
|
|
// No more effect |
|
if( pmove->onground == -1 ) |
|
{ |
|
// Flag that we jumped. |
|
// HACK HACK HACK |
|
// Remove this when the game .dll no longer does physics code!!!! |
|
pmove->oldbuttons |= IN_JUMP; // don't jump again until released |
|
return; // in air, so no effect |
|
} |
|
|
|
if( pmove->oldbuttons & IN_JUMP ) |
|
return; // don't pogo stick |
|
|
|
// In the air now. |
|
pmove->onground = -1; |
|
|
|
if( g_bhopcap ) |
|
PM_PreventMegaBunnyJumping(); |
|
|
|
if( tfc ) |
|
{ |
|
pmove->PM_PlaySound( CHAN_BODY, "player/plyrjmp8.wav", 0.5, ATTN_NORM, 0, PITCH_NORM ); |
|
} |
|
else |
|
{ |
|
PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), 1.0f ); |
|
} |
|
|
|
// See if user can super long jump? |
|
cansuperjump = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "slj" ) ) == 1 ? true : false; |
|
|
|
// Acclerate upward |
|
// If we are ducking... |
|
if( ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) |
|
{ |
|
// Adjust for super long jump module |
|
// UNDONE -- note this should be based on forward angles, not current velocity. |
|
if( cansuperjump && ( pmove->cmd.buttons & IN_DUCK ) && ( pmove->flDuckTime > 0 ) && |
|
Length( pmove->velocity ) > 50 ) |
|
{ |
|
pmove->punchangle[0] = -5; |
|
|
|
for( i = 0; i < 2; i++ ) |
|
{ |
|
pmove->velocity[i] = pmove->forward[i] * PLAYER_LONGJUMP_SPEED * 1.6f; |
|
} |
|
|
|
pmove->velocity[2] = sqrt( 2.0f * 800.0f * 56.0f ); |
|
} |
|
else |
|
{ |
|
pmove->velocity[2] = sqrt( 2.0f * 800.0f * 45.0f ); |
|
} |
|
} |
|
else |
|
{ |
|
pmove->velocity[2] = sqrt( 2.0f * 800.0f * 45.0f ); |
|
} |
|
|
|
// Decay it for simulation |
|
PM_FixupGravityVelocity(); |
|
|
|
// Flag that we jumped. |
|
pmove->oldbuttons |= IN_JUMP; // don't jump again until released |
|
} |
|
|
|
/* |
|
============= |
|
PM_CheckWaterJump |
|
============= |
|
*/ |
|
#define WJ_HEIGHT 8 |
|
void PM_CheckWaterJump( void ) |
|
{ |
|
vec3_t vecStart, vecEnd; |
|
vec3_t flatforward; |
|
vec3_t flatvelocity; |
|
float curspeed; |
|
pmtrace_t tr; |
|
int savehull; |
|
|
|
// Already water jumping. |
|
if( pmove->waterjumptime ) |
|
return; |
|
|
|
// Don't hop out if we just jumped in |
|
if( pmove->velocity[2] < -180 ) |
|
return; // only hop out if we are moving up |
|
|
|
// See if we are backing up |
|
flatvelocity[0] = pmove->velocity[0]; |
|
flatvelocity[1] = pmove->velocity[1]; |
|
flatvelocity[2] = 0; |
|
|
|
// Must be moving |
|
curspeed = VectorNormalize( flatvelocity ); |
|
|
|
// see if near an edge |
|
flatforward[0] = pmove->forward[0]; |
|
flatforward[1] = pmove->forward[1]; |
|
flatforward[2] = 0; |
|
VectorNormalize( flatforward ); |
|
|
|
// Are we backing into water from steps or something? If so, don't pop forward |
|
if( curspeed != 0.0f && ( DotProduct( flatvelocity, flatforward ) < 0.0f ) ) |
|
return; |
|
|
|
VectorCopy( pmove->origin, vecStart ); |
|
vecStart[2] += WJ_HEIGHT; |
|
|
|
VectorMA( vecStart, 24, flatforward, vecEnd ); |
|
|
|
// Trace, this trace should use the point sized collision hull |
|
savehull = pmove->usehull; |
|
pmove->usehull = 2; |
|
tr = pmove->PM_PlayerTrace( vecStart, vecEnd, PM_NORMAL, -1 ); |
|
if( tr.fraction < 1.0f && fabs( tr.plane.normal[2] ) < 0.1f ) // Facing a near vertical wall? |
|
{ |
|
vecStart[2] += pmove->player_maxs[savehull][2] - WJ_HEIGHT; |
|
VectorMA( vecStart, 24, flatforward, vecEnd ); |
|
VectorMA( vec3_origin, -50, tr.plane.normal, pmove->movedir ); |
|
|
|
tr = pmove->PM_PlayerTrace( vecStart, vecEnd, PM_NORMAL, -1 ); |
|
if( tr.fraction == 1.0f ) |
|
{ |
|
pmove->waterjumptime = 2000; |
|
pmove->velocity[2] = 225; |
|
pmove->oldbuttons |= IN_JUMP; |
|
pmove->flags |= FL_WATERJUMP; |
|
} |
|
} |
|
|
|
// Reset the collision hull |
|
pmove->usehull = savehull; |
|
} |
|
|
|
void PM_CheckFalling( void ) |
|
{ |
|
if( pmove->onground != -1 && !pmove->dead && pmove->flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD ) |
|
{ |
|
float fvol = 0.5f; |
|
|
|
if( pmove->waterlevel > 0 ) |
|
{ |
|
} |
|
else if( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) |
|
{ |
|
// NOTE: In the original game dll, there were no breaks after these cases, causing the first one to |
|
// cascade into the second |
|
//switch( RandomLong( 0, 1 ) ) |
|
//{ |
|
//case 0: |
|
//pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
//break; |
|
//case 1: |
|
pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
// break; |
|
//} |
|
fvol = 1.0f; |
|
} |
|
else if( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED / 2 ) |
|
{ |
|
qboolean tfc = false; |
|
tfc = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "tfc" ) ) == 1 ? true : false; |
|
|
|
if( tfc ) |
|
{ |
|
pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
} |
|
|
|
fvol = 0.85; |
|
} |
|
else if( pmove->flFallVelocity < PLAYER_MIN_BOUNCE_SPEED ) |
|
{ |
|
fvol = 0; |
|
} |
|
|
|
if( fvol > 0.0f ) |
|
{ |
|
// Play landing step right away |
|
pmove->flTimeStepSound = 0; |
|
|
|
PM_UpdateStepSound(); |
|
|
|
// play step sound for current texture |
|
PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), fvol ); |
|
|
|
// Knock the screen around a little bit, temporary effect |
|
pmove->punchangle[2] = pmove->flFallVelocity * 0.013f; // punch z axis |
|
|
|
if( pmove->punchangle[0] > 8 ) |
|
{ |
|
pmove->punchangle[0] = 8; |
|
} |
|
} |
|
} |
|
|
|
if( pmove->onground != -1 ) |
|
{ |
|
pmove->flFallVelocity = 0; |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
PM_PlayWaterSounds |
|
|
|
================= |
|
*/ |
|
void PM_PlayWaterSounds( void ) |
|
{ |
|
// Did we enter or leave water? |
|
if( ( pmove->oldwaterlevel == 0 && pmove->waterlevel != 0 ) || ( pmove->oldwaterlevel != 0 && pmove->waterlevel == 0 ) ) |
|
{ |
|
switch( pmove->RandomLong( 0, 3 ) ) |
|
{ |
|
case 0: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 1: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 2: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 3: |
|
pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", 1, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
PM_CalcRoll |
|
|
|
=============== |
|
*/ |
|
float PM_CalcRoll( vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) |
|
{ |
|
float sign; |
|
float side; |
|
float value; |
|
vec3_t forward, right, up; |
|
|
|
AngleVectors( angles, forward, right, up ); |
|
|
|
side = DotProduct( velocity, right ); |
|
|
|
sign = side < 0 ? -1 : 1; |
|
|
|
side = fabs( side ); |
|
|
|
value = rollangle; |
|
|
|
if( side < rollspeed ) |
|
{ |
|
side = side * value / rollspeed; |
|
} |
|
else |
|
{ |
|
side = value; |
|
} |
|
|
|
return side * sign; |
|
} |
|
|
|
/* |
|
============= |
|
PM_DropPunchAngle |
|
|
|
============= |
|
*/ |
|
void PM_DropPunchAngle( vec3_t punchangle ) |
|
{ |
|
float len; |
|
|
|
len = VectorNormalize( punchangle ); |
|
len -= ( 10.0f + len * 0.5f ) * pmove->frametime; |
|
len = max( len, 0.0f ); |
|
VectorScale( punchangle, len, punchangle ); |
|
} |
|
|
|
/* |
|
============== |
|
PM_CheckParamters |
|
|
|
============== |
|
*/ |
|
void PM_CheckParamters( void ) |
|
{ |
|
float spd; |
|
float maxspeed; |
|
vec3_t v_angle; |
|
|
|
spd = ( pmove->cmd.forwardmove * pmove->cmd.forwardmove ) + ( pmove->cmd.sidemove * pmove->cmd.sidemove ) + |
|
( pmove->cmd.upmove * pmove->cmd.upmove ); |
|
spd = sqrt( spd ); |
|
|
|
maxspeed = pmove->clientmaxspeed; //atof( pmove->PM_Info_ValueForKey( pmove->physinfo, "maxspd" ) ); |
|
if( maxspeed != 0.0f ) |
|
{ |
|
pmove->maxspeed = min( maxspeed, pmove->maxspeed ); |
|
} |
|
|
|
if( ( spd != 0.0f ) && ( spd > pmove->maxspeed ) ) |
|
{ |
|
float fRatio = pmove->maxspeed / spd; |
|
pmove->cmd.forwardmove *= fRatio; |
|
pmove->cmd.sidemove *= fRatio; |
|
pmove->cmd.upmove *= fRatio; |
|
} |
|
|
|
if( pmove->flags & FL_FROZEN || pmove->flags & FL_ONTRAIN || pmove->dead ) |
|
{ |
|
pmove->cmd.forwardmove = 0; |
|
pmove->cmd.sidemove = 0; |
|
pmove->cmd.upmove = 0; |
|
} |
|
|
|
PM_DropPunchAngle( pmove->punchangle ); |
|
|
|
// Take angles from command. |
|
if( !pmove->dead ) |
|
{ |
|
VectorCopy( pmove->cmd.viewangles, v_angle ); |
|
VectorAdd( v_angle, pmove->punchangle, v_angle ); |
|
|
|
// Set up view angles. |
|
pmove->angles[ROLL] = PM_CalcRoll( v_angle, pmove->velocity, pmove->movevars->rollangle, pmove->movevars->rollspeed ) * 4; |
|
pmove->angles[PITCH] = v_angle[PITCH]; |
|
pmove->angles[YAW] = v_angle[YAW]; |
|
} |
|
else |
|
{ |
|
VectorCopy( pmove->oldangles, pmove->angles ); |
|
} |
|
|
|
// Set dead player view_offset |
|
if( pmove->dead ) |
|
{ |
|
pmove->view_ofs[2] = PM_DEAD_VIEWHEIGHT; |
|
} |
|
|
|
// Adjust client view angles to match values used on server. |
|
if( pmove->angles[YAW] > 180.0f ) |
|
{ |
|
pmove->angles[YAW] -= 360.0f; |
|
} |
|
} |
|
|
|
void PM_ReduceTimers( void ) |
|
{ |
|
if( pmove->flTimeStepSound > 0 ) |
|
{ |
|
pmove->flTimeStepSound -= pmove->cmd.msec; |
|
if( pmove->flTimeStepSound < 0 ) |
|
{ |
|
pmove->flTimeStepSound = 0; |
|
} |
|
} |
|
if( pmove->flDuckTime > 0 ) |
|
{ |
|
pmove->flDuckTime -= pmove->cmd.msec; |
|
if( pmove->flDuckTime < 0 ) |
|
{ |
|
pmove->flDuckTime = 0; |
|
} |
|
} |
|
if( pmove->flSwimTime > 0 ) |
|
{ |
|
pmove->flSwimTime -= pmove->cmd.msec; |
|
if( pmove->flSwimTime < 0 ) |
|
{ |
|
pmove->flSwimTime = 0; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
PlayerMove |
|
|
|
Returns with origin, angles, and velocity modified in place. |
|
|
|
Numtouch and touchindex[] will be set if any of the physents |
|
were contacted during the move. |
|
============= |
|
*/ |
|
void PM_PlayerMove( qboolean server ) |
|
{ |
|
physent_t *pLadder = NULL; |
|
|
|
// Are we running server code? |
|
pmove->server = server; |
|
|
|
// Adjust speeds etc. |
|
PM_CheckParamters(); |
|
|
|
// Assume we don't touch anything |
|
pmove->numtouch = 0; |
|
|
|
// # of msec to apply movement |
|
pmove->frametime = pmove->cmd.msec * 0.001f; |
|
|
|
PM_ReduceTimers(); |
|
|
|
// Convert view angles to vectors |
|
AngleVectors( pmove->angles, pmove->forward, pmove->right, pmove->up ); |
|
|
|
// PM_ShowClipBox(); |
|
|
|
// Special handling for spectator and observers. (iuser1 is set if the player's in observer mode) |
|
if( pmove->spectator || pmove->iuser1 > 0 ) |
|
{ |
|
PM_SpectatorMove(); |
|
PM_CatagorizePosition(); |
|
return; |
|
} |
|
|
|
// Always try and unstick us unless we are in NOCLIP mode |
|
if( pmove->movetype != MOVETYPE_NOCLIP && pmove->movetype != MOVETYPE_NONE ) |
|
{ |
|
if( PM_CheckStuck() ) |
|
{ |
|
return; // Can't move, we're stuck |
|
} |
|
} |
|
|
|
// Now that we are "unstuck", see where we are ( waterlevel and type, pmove->onground ). |
|
PM_CatagorizePosition(); |
|
|
|
// Store off the starting water level |
|
pmove->oldwaterlevel = pmove->waterlevel; |
|
|
|
// If we are not on ground, store off how fast we are moving down |
|
if( pmove->onground == -1 ) |
|
{ |
|
pmove->flFallVelocity = -pmove->velocity[2]; |
|
} |
|
|
|
g_onladder = 0; |
|
// Don't run ladder code if dead or on a train |
|
if( !pmove->dead && !( pmove->flags & FL_ONTRAIN ) ) |
|
{ |
|
pLadder = PM_Ladder(); |
|
if( pLadder ) |
|
{ |
|
g_onladder = 1; |
|
} |
|
} |
|
|
|
PM_UpdateStepSound(); |
|
|
|
PM_Duck(); |
|
|
|
// Don't run ladder code if dead or on a train |
|
if( !pmove->dead && !( pmove->flags & FL_ONTRAIN ) ) |
|
{ |
|
if( pLadder ) |
|
{ |
|
PM_LadderMove( pLadder ); |
|
} |
|
else if( pmove->movetype != MOVETYPE_WALK && pmove->movetype != MOVETYPE_NOCLIP ) |
|
{ |
|
// Clear ladder stuff unless player is noclipping |
|
// it will be set immediately again next frame if necessary |
|
pmove->movetype = MOVETYPE_WALK; |
|
} |
|
} |
|
|
|
// Slow down, I'm pulling it! (a box maybe) but only when I'm standing on ground |
|
if( ( pmove->onground != -1 ) && ( pmove->cmd.buttons & IN_USE ) ) |
|
{ |
|
VectorScale( pmove->velocity, 0.3, pmove->velocity ); |
|
} |
|
|
|
// Handle movement |
|
switch( pmove->movetype ) |
|
{ |
|
default: |
|
pmove->Con_DPrintf( "Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n", pmove->movetype, pmove->server ); |
|
break; |
|
case MOVETYPE_NONE: |
|
break; |
|
case MOVETYPE_NOCLIP: |
|
PM_NoClip(); |
|
break; |
|
case MOVETYPE_TOSS: |
|
case MOVETYPE_BOUNCE: |
|
PM_Physics_Toss(); |
|
break; |
|
case MOVETYPE_FLY: |
|
PM_CheckWater(); |
|
|
|
// Was jump button pressed? |
|
// If so, set velocity to 270 away from ladder. This is currently wrong. |
|
// Also, set MOVE_TYPE to walk, too. |
|
if( pmove->cmd.buttons & IN_JUMP ) |
|
{ |
|
if( !pLadder ) |
|
{ |
|
PM_Jump(); |
|
} |
|
} |
|
else |
|
{ |
|
pmove->oldbuttons &= ~IN_JUMP; |
|
} |
|
|
|
// Perform the move accounting for any base velocity. |
|
VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
PM_FlyMove(); |
|
VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
break; |
|
case MOVETYPE_WALK: |
|
if( !PM_InWater() ) |
|
{ |
|
PM_AddCorrectGravity(); |
|
} |
|
|
|
// If we are leaping out of the water, just update the counters. |
|
if( pmove->waterjumptime ) |
|
{ |
|
PM_WaterJump(); |
|
PM_FlyMove(); |
|
|
|
// Make sure waterlevel is set correctly |
|
PM_CheckWater(); |
|
return; |
|
} |
|
|
|
// If we are swimming in the water, see if we are nudging against a place we can jump up out |
|
// of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0 |
|
if( pmove->waterlevel >= 2 ) |
|
{ |
|
if( pmove->waterlevel == 2 ) |
|
{ |
|
PM_CheckWaterJump(); |
|
} |
|
|
|
// If we are falling again, then we must not trying to jump out of water any more. |
|
if( pmove->velocity[2] < 0 && pmove->waterjumptime ) |
|
{ |
|
pmove->waterjumptime = 0; |
|
} |
|
|
|
// Was jump button pressed? |
|
if( pmove->cmd.buttons & IN_JUMP ) |
|
{ |
|
PM_Jump(); |
|
} |
|
else |
|
{ |
|
pmove->oldbuttons &= ~IN_JUMP; |
|
} |
|
|
|
// Perform regular water movement |
|
PM_WaterMove(); |
|
|
|
VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
|
|
// Get a final position |
|
PM_CatagorizePosition(); |
|
} |
|
else |
|
// Not underwater |
|
{ |
|
// Was jump button pressed? |
|
if( pmove->cmd.buttons & IN_JUMP ) |
|
{ |
|
if( !pLadder ) |
|
{ |
|
PM_Jump(); |
|
} |
|
} |
|
else |
|
{ |
|
pmove->oldbuttons &= ~IN_JUMP; |
|
} |
|
|
|
// Fricion is handled before we add in any base velocity. That way, if we are on a conveyor, |
|
// we don't slow when standing still, relative to the conveyor. |
|
if( pmove->onground != -1 ) |
|
{ |
|
pmove->velocity[2] = 0.0f; |
|
PM_Friction(); |
|
} |
|
|
|
// Make sure velocity is valid. |
|
PM_CheckVelocity(); |
|
|
|
// Are we on ground now |
|
if( pmove->onground != -1 ) |
|
{ |
|
PM_WalkMove(); |
|
} |
|
else |
|
{ |
|
PM_AirMove(); // Take into account movement when in air. |
|
} |
|
|
|
// Set final flags. |
|
PM_CatagorizePosition(); |
|
|
|
// Now pull the base velocity back out. |
|
// Base velocity is set if you are on a moving object, like |
|
// a conveyor (or maybe another monster?) |
|
VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); |
|
|
|
// Make sure velocity is valid. |
|
PM_CheckVelocity(); |
|
|
|
// Add any remaining gravitational component. |
|
if( !PM_InWater() ) |
|
{ |
|
PM_FixupGravityVelocity(); |
|
} |
|
|
|
// If we are on ground, no downward velocity. |
|
if( pmove->onground != -1 ) |
|
{ |
|
pmove->velocity[2] = 0; |
|
} |
|
|
|
// See if we landed on the ground with enough force to play |
|
// a landing sound. |
|
PM_CheckFalling(); |
|
} |
|
|
|
// Did we enter or leave the water? |
|
PM_PlayWaterSounds(); |
|
break; |
|
} |
|
} |
|
|
|
void PM_CreateStuckTable( void ) |
|
{ |
|
float x, y, z; |
|
int idx; |
|
int i; |
|
float zi[3]; |
|
|
|
memset( rgv3tStuckTable, 0, 54 * sizeof(vec3_t) ); |
|
|
|
idx = 0; |
|
// Little Moves. |
|
x = y = 0; |
|
// Z moves |
|
for( z = -0.125f; z <= 0.125f; z += 0.125f ) |
|
{ |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
x = z = 0; |
|
// Y moves |
|
for( y = -0.125f; y <= 0.125f; y += 0.125f ) |
|
{ |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
y = z = 0; |
|
// X moves |
|
for( x = -0.125f; x <= 0.125f; x += 0.125f ) |
|
{ |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
|
|
// Remaining multi axis nudges. |
|
for( x = - 0.125f; x <= 0.125f; x += 0.250f ) |
|
{ |
|
for( y = - 0.125f; y <= 0.125f; y += 0.250f ) |
|
{ |
|
for( z = - 0.125f; z <= 0.125f; z += 0.250f ) |
|
{ |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
} |
|
} |
|
|
|
// Big Moves. |
|
x = y = 0; |
|
zi[0] = 0.0f; |
|
zi[1] = 1.0f; |
|
zi[2] = 6.0f; |
|
|
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
// Z moves |
|
z = zi[i]; |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
|
|
x = z = 0; |
|
|
|
// Y moves |
|
for( y = -2.0f; y <= 2.0f; y += 2.0f ) |
|
{ |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
y = z = 0; |
|
// X moves |
|
for( x = -2.0f; x <= 2.0f; x += 2.0f ) |
|
{ |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
|
|
// Remaining multi axis nudges. |
|
for( i = 0 ; i < 3; i++ ) |
|
{ |
|
z = zi[i]; |
|
|
|
for( x = -2.0f; x <= 2.0f; x += 2.0f ) |
|
{ |
|
for( y = -2.0f; y <= 2.0f; y += 2.0f ) |
|
{ |
|
rgv3tStuckTable[idx][0] = x; |
|
rgv3tStuckTable[idx][1] = y; |
|
rgv3tStuckTable[idx][2] = z; |
|
idx++; |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
This modume implements the shared player physics code between any particular game and |
|
the engine. The same PM_Move routine is built into the game .dll and the client .dll and is |
|
invoked by each side as appropriate. There should be no distinction, internally, between server |
|
and client. This will ensure that prediction behaves appropriately. |
|
*/ |
|
|
|
void PM_Move( struct playermove_s *ppmove, int server ) |
|
{ |
|
assert( pm_shared_initialized ); |
|
|
|
pmove = ppmove; |
|
|
|
//pmove->Con_Printf( "PM_Move: %g, frametime %g, onground %i\n", pmove->time, pmove->frametime, pmove->onground ); |
|
|
|
PM_PlayerMove( ( server != 0 ) ? true : false ); |
|
|
|
if( pmove->onground != -1 ) |
|
{ |
|
pmove->flags |= FL_ONGROUND; |
|
} |
|
else |
|
{ |
|
pmove->flags &= ~FL_ONGROUND; |
|
} |
|
|
|
// Reset friction after each movement to FrictionModifier Triggers work still. |
|
if( pmove->movetype == MOVETYPE_WALK ) |
|
{ |
|
pmove->friction = 1.0f; |
|
} |
|
} |
|
|
|
int PM_GetVisEntInfo( int ent ) |
|
{ |
|
if( ent >= 0 && ent <= pmove->numvisent ) |
|
{ |
|
return pmove->visents[ent].info; |
|
} |
|
return -1; |
|
} |
|
|
|
int PM_GetPhysEntInfo( int ent ) |
|
{ |
|
if( ent >= 0 && ent <= pmove->numphysent ) |
|
{ |
|
return pmove->physents[ent].info; |
|
} |
|
return -1; |
|
} |
|
|
|
void PM_Init( struct playermove_s *ppmove ) |
|
{ |
|
assert( !pm_shared_initialized ); |
|
|
|
pmove = ppmove; |
|
|
|
PM_CreateStuckTable(); |
|
PM_InitTextureTypes(); |
|
|
|
pm_shared_initialized = 1; |
|
}
|
|
|