// Copyright (c) 1999, Valve LLC. All rights reserved. // // This product contains software technology licensed from Id // Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. // All Rights Reserved. // // Use, distribution, and modification of this source code and/or resulting // object code is restricted to non-commercial enhancements to products from // Valve LLC. All other use, distribution, or modification is prohibited // without written permission from Valve LLC. // // // $Workfile: pm_shared.cpp $ // $Date: 2002/10/24 21:20:28 $ // //------------------------------------------------------------------------------- // $Log: pm_shared.cpp,v $ // Revision 1.39 2002/10/24 21:20:28 Flayra // - Reworked jetpack effect // - Extended spectating distance // - Only play blink effect once // - Update alien energy in shared code // // Revision 1.38 2002/10/18 22:16:51 Flayra // - Level5 crouching fix // - Skulks can't use ladders // // Revision 1.37 2002/10/16 20:50:28 Flayra // - Updated onos footsteps with new sound // // Revision 1.36 2002/10/16 00:42:55 Flayra // - Removed blink fail event // // Revision 1.35 2002/10/03 18:30:31 Flayra // - Moved alien energy to fuser3 // - Flying/ladder fix (lerks can't use them) // - When players are frozen, don't allow them to press buttons either // // Revision 1.34 2002/09/25 20:41:45 Flayra // - Removed marine strafing slowdown // // Revision 1.33 2002/09/23 22:05:58 Flayra // - Added code for rotation skulk model (removed it though) // - Removed inverse lighting for skulks // - Started to add speed abuse code, but realized the physics are inprecise and going over maxspeed is normal // // Revision 1.32 2002/09/09 19:45:30 Flayra // - Blink fixes, removed level 5 custom step size // // Revision 1.31 2002/08/16 02:28:03 Flayra // - Removed overwatch code // - Webs now prevent jumping and jetpacking // // Revision 1.30 2002/08/09 01:12:16 Flayra // - Turned on wall-climbing by default // - Tweaked jetpack physics // - Only update predicted player origin when runfuncs is true (fixes bug with flickering ghost unit in CM) // // Revision 1.29 2002/08/02 21:45:46 Flayra // - Fixed jetpack energy problem, moved wall-running back to duck // // Revision 1.28 2002/07/25 17:28:37 Flayra // - More linux changes // // Revision 1.27 2002/07/23 16:51:49 Flayra // - MrBlonde's fix for player shaking (not sure how well it works) // // Revision 1.26 2002/07/10 14:37:18 Flayra // - Removed large differing step-sizes (bug #255) // // Revision 1.25 2002/07/08 16:23:28 Flayra // - Added debug code to fix solidity problems, fixed commander/hera-landing-pad bug, added document header // //=============================================================================== #include #include "common/mathlib.h" #include "common/const.h" #include "common/usercmd.h" #include "pm_defs.h" #include "pm_shared.h" #include "pm_movevars.h" #include "pm_debug.h" #include // NULL #include // sqrt #include // strcpy #include // atoi #include // isspace #include "mod/AvHSpecials.h" #include "mod/AvHMarineEquipmentConstants.h" #include "mod/AvHMessage.h" #include "util/MathUtil.h" #include "util/Quat.h" #include "util/Mat3.h" #include "common/event_flags.h" #include "mod/AvHSoundConstants.h" #include "mod/AvHMovementUtil.h" #include "mod/AvHHulls.h" #include "mod/AvHAlienAbilityConstants.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHMovementUtil.h" #include "mod/AvHMapExtents.h" #include "mod/AvHSharedMovementInfo.h" #include "util/Balance.h" #include "common/const.h" #include "common/com_model.h" #include "common/mathlib.h" #include "mod/CollisionUtil.h" #include "engine/studio.h" //#ifdef AVH_SERVER #include "engine/edict.h" #include "engine/eiface.h" #include "dlls/enginecallback.h" //#endif #ifdef AVH_SERVER void AvHSUAddDebugPoint(float inX, float inY, float inZ); #endif void AvHSHUGetFirstNonSolidPoint(float* inStartPos, float* inEndPos, float* outNonSolidPoint); bool AvHSHUGetCenterPositionForGroup(int inGroupNumber, float* inPlayerOrigin, float* outCenterPosition); #ifdef AVH_CLIENT ////#include "cl_dll/cl_dll.h" ////#include "cl_dll/hud.h" //#include "cl_dll/cl_util.h" //#include "cl_dll/cl_dll.h" #include "cl_dll/eventscripts.h" #endif float PM_GetDesiredTopDownCameraHeight(qboolean& outFoundEntity); qboolean PM_CanWalljump(); qboolean PM_CanFlap(); void PM_Overwatch(); bool PM_TopDown(); void PM_Jump(void); void PM_PreventMegaBunnyJumping(bool inIgnoreZ); bool GetIsEntityAPlayer(int inPhysIndex); #ifdef AVH_CLIENT #include "pm_shared/pm_debug.h" #include "..\common\hltv.h" void PM_DebugLocations(); typedef vector< DebugPoint > PositionListType; DebugPointListType gTriDebugLocations; DebugPointListType gSquareDebugLocations; DebugEntityListType gCubeDebugEntities; #endif //extern int gWallJumpEventID; //extern int gFlightEventID; extern int gJetpackEventID; extern int gBlinkEffectSuccessEventID; #define Vector vec3_t #include "mod/AvHSelectionHelper.h" int gHeightLevel = 0; const float kMarineBackpedalSpeedScalar = .4f; const float kMarineSidestepSpeedScalar = 1.0f; //physent_t* AvHSUGetEntity(int inPhysIndex); const AvHMapExtents& GetMapExtents(); #ifdef AVH_CLIENT // Spectator Mode int iJumpSpectator; float vJumpOrigin[3]; float vJumpAngles[3]; //float gTopDownHeight = 0; float gTopDownViewOrigin[3]; float gTopDownViewAngles[3]; //int iHasNewViewOrigin = 0; //int iHasNewViewAngles = 0; #endif static int pm_shared_initialized = 0; //void InterpolateAngles( float *start, float *end, float *output, float frac ); #pragma warning( disable : 4305 ) playermove_t *pmove = NULL; extern "C" { Vector gPredictedPlayerOrigin; Vector gPredictedPlayerVOfs; } #ifdef AVH_CLIENT float gOverwatchTargetRange; #endif /////////////////////////////// // Begin Max's Code /////////////////////////////// const float kSkulkRotationRate = (float)(2.5 * M_PI); // Radians per second. const float kSkulkRotationLookAhead = 75; // Distance around the skulk to look each in direction for wallsticking. const vec3_t kWallstickingDistanceCheck = { 5, 5, 5 }; // tankefugl: 0000972 vec3_t gSurfaceNormal = { 0, 0, 0 }; bool canWallJump = false; // :tankefugl #ifdef AVH_CLIENT extern vec3_t gPlayerAngles; extern vec3_t gTargetPlayerAngles; extern vec3_t gWorldViewAngles; #endif /////////////////////////////// // End Max's Code /////////////////////////////// // Ducking time #define TIME_TO_DUCK (0.4 * 1000) //#define VEC_DUCK_HULL_MIN -18 //#define VEC_DUCK_HULL_MAX 18 //#define VEC_DUCK_VIEW 12 #define PM_DEAD_VIEWHEIGHT -8 #define MAX_CLIMB_SPEED 120 #define STUCK_MOVEUP 1 #define STUCK_MOVEDOWN -1 //#define VEC_HULL_MIN -36 //#define VEC_HULL_MAX 36 //#define VEC_VIEW 28 #define STOP_EPSILON 0.1 #define CTEXTURESMAX 512 // max number of textures loaded #define CBTEXTURENAMEMAX 13 // only load first n chars of name #define CHAR_TEX_CONCRETE 'C' // texture types #define CHAR_TEX_METAL 'M' #define CHAR_TEX_DIRT 'D' #define CHAR_TEX_VENT 'V' #define CHAR_TEX_GRATE 'G' #define CHAR_TEX_TILE 'T' #define CHAR_TEX_SLOSH 'S' #define CHAR_TEX_WOOD 'W' #define CHAR_TEX_COMPUTER 'P' #define CHAR_TEX_GLASS 'Y' #define CHAR_TEX_FLESH 'F' #define STEP_CONCRETE 0 // default step sound #define STEP_METAL 1 // metal floor #define STEP_DIRT 2 // dirt, sand, rock #define STEP_VENT 3 // ventillation duct #define STEP_GRATE 4 // metal grating #define STEP_TILE 5 // floor tiles #define STEP_SLOSH 6 // shallow liquid puddle #define STEP_WADE 7 // wading in liquid #define STEP_LADDER 8 // climbing ladder #define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet #define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet #define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second. #define PLAYER_MIN_BOUNCE_SPEED 200 #define PLAYER_FALL_PENALTY_THRESHHOLD (float)200 // If player lands with this much speed or more, slow them down as penalty for jumping #define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast. #define PLAYER_LONGJUMP_SPEED 350 // how fast we longjump const float kAlienEnergyFlap = .025f; // double to float warning #pragma warning(disable : 4244) #define max(a, b) (((a) > (b)) ? (a) : (b)) #define min(a, b) (((a) < (b)) ? (a) : (b)) // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 #define MAX_CLIENTS 32 #define CONTENTS_CURRENT_0 -9 #define CONTENTS_CURRENT_90 -10 #define CONTENTS_CURRENT_180 -11 #define CONTENTS_CURRENT_270 -12 #define CONTENTS_CURRENT_UP -13 #define CONTENTS_CURRENT_DOWN -14 #define CONTENTS_TRANSLUCENT -15 static vec3_t rgv3tStuckTable[54]; static int rgStuckLast[MAX_CLIENTS][2]; // Texture names static int gcTextures = 0; static char grgszTextureName[CTEXTURESMAX][CBTEXTURENAMEMAX]; static char grgchTextureType[CTEXTURESMAX]; int g_onladder[MAX_CLIENTS]; bool gIsJetpacking[MAX_CLIENTS]; // Borrowed from Quake1. static hull_t box_hull; static dclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; // puzl: 243 // Players should never play sounds when digesting void PM_NSPlaySound( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch ) { if ( AvHGetIsAlien(pmove->iuser3) || !GetHasUpgrade(pmove->iuser4, MASK_DIGESTING) ) {pmove->PM_PlaySound(channel,sample,volume,attenuation,fFlags,pitch);} } bool PM_GetIsBlinking() { if (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER4 && GetHasUpgrade(pmove->iuser4, MASK_ALIEN_MOVEMENT)) return true; if (pmove->cmd.weaponselect == 255 || pmove->flags & FL_FAKECLIENT) { return (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER4) && (pmove->cmd.impulse == ALIEN_ABILITY_BLINK); } return false; } bool PM_GetIsLeaping() { if (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1 && GetHasUpgrade(pmove->iuser4, MASK_ALIEN_MOVEMENT)) return true; if (pmove->cmd.weaponselect == 255 || pmove->flags & FL_FAKECLIENT) { return (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1) && (pmove->cmd.impulse == ALIEN_ABILITY_LEAP); } return false; } bool PM_GetIsCharging() { if (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER5 && GetHasUpgrade(pmove->iuser4, MASK_ALIEN_MOVEMENT)) return true; if (pmove->cmd.weaponselect == 255 || pmove->flags & FL_FAKECLIENT) { return (pmove->cmd.impulse == ALIEN_ABILITY_CHARGE); } return false; } /* =================== PM_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure. =================== */ void PM_InitBoxHull (void) { int i; int side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; for (i=0 ; i<6 ; i++) { box_clipnodes[i].planenum = i; side = i&1; box_clipnodes[i].children[side] = CONTENTS_EMPTY; if (i != 5) box_clipnodes[i].children[side^1] = i + 1; else box_clipnodes[i].children[side^1] = CONTENTS_SOLID; } } /* =================== PM_HullForBox To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. =================== */ hull_t* PM_HullForBox (vec3_t mins, vec3_t maxs) { for (int i=0 ; i<6 ; i++) { box_planes[i].type = i>>1; box_planes[i].normal[0] = 0; box_planes[i].normal[1] = 0; box_planes[i].normal[2] = 0; box_planes[i].normal[i>>1] = 1; } box_planes[0].dist = maxs[0]; box_planes[1].dist = mins[0]; box_planes[2].dist = maxs[1]; box_planes[3].dist = mins[1]; box_planes[4].dist = maxs[2]; box_planes[5].dist = mins[2]; return &box_hull; } void NS_DrawBoundingBox(const vec3_t mins, const vec3_t maxs, const vec3_t inEntityOrigin, const vec3_t inEntityAngles) { #ifdef AVH_SERVER void PM_DrawRectangle(vec3_t tl, vec3_t bl, vec3_t tr, vec3_t br, int pcolor, float life); extern int PM_boxpnt[6][4]; int pcolor = 132; float plife = 0.1; vec3_t tmp; vec3_t p[8]; float gap = 0; int j; for (j = 0; j < 8; j++) { tmp[0] = (j & 1) ? mins[0] - gap : maxs[0] + gap; tmp[1] = (j & 2) ? mins[1] - gap : maxs[1] + gap; tmp[2] = (j & 4) ? mins[2] - gap : maxs[2] + gap; VectorCopy(tmp, p[j]); } // If the bbox should be rotated, do that vec3_t forward, right, up; AngleVectorsTranspose(inEntityAngles, forward, right, up); for (j = 0; j < 8; j++) { VectorCopy(p[j], tmp); p[j][0] = DotProduct ( tmp, forward ); p[j][1] = DotProduct ( tmp, right ); p[j][2] = DotProduct ( tmp, up ); } // Offset by entity origin, if any. for (j = 0; j < 8; j++) VectorAdd(p[j], inEntityOrigin, p[j]); for (j = 0; j < 6; j++) { PM_DrawRectangle( p[PM_boxpnt[j][1]], p[PM_boxpnt[j][0]], p[PM_boxpnt[j][2]], p[PM_boxpnt[j][3]], pcolor, plife); } #endif } void NS_DrawBoundingBox(const OBBox& inBox) { vec3_t theAngles; VectorsToAngles(inBox.mAxis[1], inBox.mAxis[0], inBox.mAxis[2], theAngles); vec3_t theMin; VectorScale(inBox.mExtents, -1, theMin); vec3_t theMax; VectorCopy(inBox.mExtents, theMax); NS_DrawBoundingBox(theMin, theMax, inBox.mOrigin, theAngles); } /** * Computes the hull for an oriented bounding box. */ hull_t* NS_HullForBox(vec3_t inEntityMins, vec3_t inEntityMaxs, vec3_t inEntityAngles, vec3_t inPlayerExtents) { float thePlayerRadius = max(inPlayerExtents[0], inPlayerExtents[1]); // Players "feel" too large so artificially shrink them relative to the // structures. thePlayerRadius *= 0.8; vec3_t axis[3]; AngleVectors(inEntityAngles, axis[0], axis[1], axis[2]); // For some reason the y-axis is negated so flip it. axis[1][0] = -axis[1][0]; axis[1][1] = -axis[1][1]; axis[1][2] = -axis[1][2]; for (int i = 0; i < 3; ++i) { int p1 = i * 2; int p2 = p1 + 1; vec3_t p; // Compute the offset the planes to account for the size of the player. /* float offset = fabs(inPlayerExtents[0] * axis[i][0]) + fabs(inPlayerExtents[1] * axis[i][1]) + fabs(inPlayerExtents[2] * axis[i][2]); */ // Use a cylindrical player instead of a square one. float offset = thePlayerRadius; // Positive plane. VectorCopy(axis[i], box_planes[p1].normal); VectorScale(box_planes[p1].normal, inEntityMaxs[i], p); box_planes[p1].dist = DotProduct(p, box_planes[p1].normal) + offset; box_planes[p1].type = 3; // Not axis aligned. // Negative plane. VectorCopy(axis[i], box_planes[p2].normal); VectorScale(box_planes[p2].normal, inEntityMins[i], p); box_planes[p2].dist = DotProduct(p, box_planes[p2].normal) - offset; box_planes[p2].type = 3; // Not axis aligned. } return &box_hull; } bool NS_GetCollisionSizeForUser3(AvHUser3 inUser3, vec3_t outMinSize, vec3_t outMaxSize) { switch (inUser3) { case AVH_USER3_COMMANDER_STATION: outMinSize[0] = -45; outMinSize[1] = -16; outMinSize[2] = 0; outMaxSize[0] = 45; outMaxSize[1] = 16; outMaxSize[2] = 70.34; return true; case AVH_USER3_INFANTRYPORTAL: outMinSize[0] = -25; outMinSize[1] = -25; outMinSize[2] = 0; outMaxSize[0] = 25; outMaxSize[1] = 25; outMaxSize[2] = 5; return true; case AVH_USER3_PHASEGATE: outMinSize[0] = -55; outMinSize[1] = -40; outMinSize[2] = 0; outMaxSize[0] = 40; outMaxSize[1] = 50; outMaxSize[2] = 14.49; return true; case AVH_USER3_ARMORY: case AVH_USER3_ADVANCED_ARMORY: outMinSize[0] = -20; outMinSize[1] = -20; outMinSize[2] = 0; outMaxSize[0] = 20; outMaxSize[1] = 20; outMaxSize[2] = 62.1931; return true; case AVH_USER3_ARMSLAB: outMinSize[0] = -30; outMinSize[1] = -20; outMinSize[2] = 0; outMaxSize[0] = 30; outMaxSize[1] = 20; outMaxSize[2] = 60; return true; case AVH_USER3_PROTOTYPE_LAB: outMinSize[0] = -16; outMinSize[1] = -16; outMinSize[2] = 0; outMaxSize[0] = 16; outMaxSize[1] = 16; outMaxSize[2] = 67.7443; return true; case AVH_USER3_OBSERVATORY: outMinSize[0] = -16; outMinSize[1] = -16; outMinSize[2] = 0; outMaxSize[0] = 16; outMaxSize[1] = 16; outMaxSize[2] = 80.7443; return true; /* case AVH_USER3_RESTOWER: outMinSize[0] = -35; outMinSize[1] = -35; outMinSize[2] = 0; outMaxSize[0] = 35; outMaxSize[1] = 35; outMaxSize[2] = 60; return true; */ case AVH_USER3_TURRET_FACTORY: case AVH_USER3_ADVANCED_TURRET_FACTORY: outMinSize[0] = -40; outMinSize[1] = -25; outMinSize[2] = 0; outMaxSize[0] = 40; outMaxSize[1] = 25; outMaxSize[2] = 50; return true; case AVH_USER3_TURRET: outMinSize[0] = -16; outMinSize[1] = -16; outMinSize[2] = 0; outMaxSize[0] = 16; outMaxSize[1] = 16; outMaxSize[2] = 42; return true; case AVH_USER3_SIEGETURRET: outMinSize[0] = -16; outMinSize[1] = -16; outMinSize[2] = 0; outMaxSize[0] = 16; outMaxSize[1] = 16; outMaxSize[2] = 62.1931; return true; /* case AVH_USER3_ALIENRESTOWER: outMinSize[0] = -30; outMinSize[1] = -35; outMinSize[2] = 0; outMaxSize[0] = 30; outMaxSize[1] = 75; outMaxSize[2] = 100; return true; case AVH_USER3_OFFENSE_CHAMBER: case AVH_USER3_DEFENSE_CHAMBER: case AVH_USER3_SENSORY_CHAMBER: case AVH_USER3_MOVEMENT_CHAMBER: outMinSize[0] = -16; outMinSize[1] = -16; outMinSize[2] = 0; outMaxSize[0] = 16; outMaxSize[1] = 16; outMaxSize[2] = 44; return true; case AVH_USER3_HIVE: outMinSize[0] = -50; outMinSize[1] = -80; outMinSize[2] = -145; outMaxSize[0] = 50; outMaxSize[1] = 80; outMaxSize[2] = 50; return true; */ } return false; } void NS_GetClosestPlaneNormal(vec3_t inDirection, mplane_t inPlanes[], int inNumPlanes, vec3_t outNormal) { VectorCopy(inDirection, outNormal); float best = 0; for (int i = 0; i < inNumPlanes; ++i) { float d = fabs(DotProduct(inDirection, inPlanes[i].normal)); if (d >= best) { VectorCopy(inPlanes[i].normal, outNormal); best = d; } } } void NS_TraceLine(float* start, float* end, int hull, int traceFlags, int ignore_pe, bool ignorePlayers, trace_t& result) { memset(&result, 0, sizeof(trace_t)); result.fraction = 1; result.ent = NULL; VectorCopy(end, result.endpos); int hullNumber = NS_GetValveHull(hull); for (int i = 0; i < pmove->numphysent; ++i) //Elven - why is this ++i? could this be an off by 1 error? { if (i != ignore_pe && pmove->physents[i].solid != SOLID_NOT && (!ignorePlayers || !pmove->physents[i].player)) { hull_t* hull = NULL; bool ignoreRotation = false; if (pmove->physents[i].model != NULL) { hull = &pmove->physents[i].model->hulls[hullNumber]; } else if (!(traceFlags & PM_WORLD_ONLY)) { vec3_t min; vec3_t max; VectorAdd(pmove->physents[i].mins, pmove->player_mins[pmove->usehull], min); VectorAdd(pmove->physents[i].maxs, pmove->player_maxs[pmove->usehull], max); vec3_t offset; VectorAdd(pmove->physents[i].maxs, pmove->physents[i].mins, offset); vec3_t center; VectorMA(pmove->physents[i].origin, 0.5, offset, center); vec3_t theEntityMins; vec3_t theEntityMaxs; if (NS_GetCollisionSizeForUser3((AvHUser3)pmove->physents[i].iuser3, theEntityMins, theEntityMaxs)) { vec3_t thePlayerExtents; VectorSubtract(pmove->player_maxs[hullNumber], pmove->player_mins[hullNumber], thePlayerExtents); VectorScale(thePlayerExtents, 0.5, thePlayerExtents); hull = NS_HullForBox(theEntityMins, theEntityMaxs, pmove->physents[i].angles, thePlayerExtents); // We've already taken the rotation of the entity into account. ignoreRotation = true; } else { vec3_t min; vec3_t max; VectorAdd(pmove->physents[i].mins, pmove->player_mins[hullNumber], min); VectorAdd(pmove->physents[i].maxs, pmove->player_maxs[hullNumber], max); hull = PM_HullForBox(min, max); } } if (hull != NULL) { vec3_t localStart; vec3_t localEnd; // Translate the start and end into the model's frame of reference. VectorSubtract(start, pmove->physents[i].origin, localStart); VectorSubtract(end, pmove->physents[i].origin, localEnd); // Rotate the start and end into the model's frame of reference. bool rotated; if (pmove->physents[i].angles[0] || pmove->physents[i].angles[1] || pmove->physents[i].angles[2]) { rotated = !ignoreRotation; } else { rotated = false; } vec3_t forward; vec3_t right; vec3_t up; if (rotated) { AngleVectors(pmove->physents[i].angles, forward, right, up); vec3_t temp; VectorCopy(localStart, temp); localStart[0] = DotProduct(temp, forward); localStart[1] = -DotProduct(temp, right); localStart[2] = DotProduct(temp, up); VectorCopy(localEnd, temp); localEnd[0] = DotProduct(temp, forward); localEnd[1] = -DotProduct(temp, right); localEnd[2] = DotProduct(temp, up); } trace_t trace; NS_TraceLine(hull, localStart, localEnd, &trace); if (trace.fraction < result.fraction) { memcpy(&result, &trace, sizeof(trace_t)); if (rotated) { vec3_t invAngles; VectorScale(pmove->physents[i].angles, -1, invAngles); AngleVectors(invAngles, forward, right, up); vec3_t temp; VectorCopy(result.plane.normal, temp); result.plane.normal[0] = DotProduct(temp, forward); result.plane.normal[1] = -DotProduct(temp, right); result.plane.normal[2] = DotProduct(temp, up); // TODO result.plane.dst needs to be updated. } } } } } // Compute the end position of the trace. result.endpos[0] = start[0] + result.fraction * (end[0] - start[0]); result.endpos[1] = start[1] + result.fraction * (end[1] - start[1]); result.endpos[2] = start[2] + result.fraction * (end[2] - start[2]); } pmtrace_t NS_PlayerTrace(playermove_t* pmove, float* start, float* end, int traceFlags, int ignore_pe) { //return pmove->PM_PlayerTrace(start, end, traceFlags, ignore_pe); pmtrace_t result = { 0 }; result.fraction = 1; result.ent = -1; VectorCopy(end, result.endpos); int hullNumber = NS_GetValveHull(pmove->usehull); for (int i = 0; i < pmove->numphysent; ++i) //wtf is this again? elven. { if (i != ignore_pe && pmove->physents[i].solid != SOLID_NOT) { hull_t* hull = NULL; bool ignoreRotation = false; vec3_t awayDirection; if (pmove->physents[i].model != NULL) { hull = &pmove->physents[i].model->hulls[hullNumber]; } else if (!(traceFlags & PM_WORLD_ONLY)) { /* OBBox theBox[50]; int theNumBoxes; NS_GetHitBoxesForEntity(pmove->physents[i].info, 50, theBox, theNumBoxes, pmove->time); for (int z = 0; z < theNumBoxes; ++z) { NS_DrawBoundingBox(theBox[z]); } */ vec3_t min; vec3_t max; VectorAdd(pmove->physents[i].mins, pmove->player_mins[pmove->usehull], min); VectorAdd(pmove->physents[i].maxs, pmove->player_maxs[pmove->usehull], max); vec3_t offset; VectorAdd(pmove->physents[i].maxs, pmove->physents[i].mins, offset); vec3_t center; VectorMA(pmove->physents[i].origin, 0.5, offset, center); // Check if the player is moving away from the object. If they // are, don't check for collision. This makes it so that objects // can still move apart even if they are intersecting. vec3_t direction; VectorSubtract(end, start, direction); VectorSubtract(start, center, awayDirection); VectorNormalize(awayDirection); vec3_t theEntityMins; vec3_t theEntityMaxs; if (NS_GetCollisionSizeForUser3((AvHUser3)pmove->physents[i].iuser3, theEntityMins, theEntityMaxs)) { vec3_t thePlayerExtents; VectorSubtract(pmove->player_maxs[pmove->usehull], pmove->player_mins[pmove->usehull], thePlayerExtents); VectorScale(thePlayerExtents, 0.5, thePlayerExtents); hull = NS_HullForBox(theEntityMins, theEntityMaxs, pmove->physents[i].angles, thePlayerExtents); /* NS_DrawBoundingBox(theEntityMins, theEntityMaxs, pmove->physents[i].origin, pmove->physents[i].angles); */ // We've already taken the rotation of the entity into account. ignoreRotation = true; } else { vec3_t min; vec3_t max; VectorAdd(pmove->physents[i].mins, pmove->player_mins[pmove->usehull], min); VectorAdd(pmove->physents[i].maxs, pmove->player_maxs[pmove->usehull], max); hull = PM_HullForBox(min, max); } vec3_t localStart; VectorSubtract(start, pmove->physents[i].origin, localStart); if (NS_PointContents(hull, 0, localStart) == CONTENTS_SOLID) { // If the player is stuck but trying to move away, let them. if (DotProduct(direction, awayDirection) >= 0) { hull = NULL; } } } if (hull != NULL) { vec3_t localStart; vec3_t localEnd; // Translate the start and end into the model's frame of reference. VectorSubtract(start, pmove->physents[i].origin, localStart); VectorSubtract(end, pmove->physents[i].origin, localEnd); // Rotate the start and end into the model's frame of reference. bool rotated; if (pmove->physents[i].model == NULL) { rotated = false; } else { if (pmove->physents[i].angles[0] || pmove->physents[i].angles[1] || pmove->physents[i].angles[2]) { rotated = !ignoreRotation; } else { rotated = false; } } vec3_t forward; vec3_t right; vec3_t up; if (rotated) { AngleVectors(pmove->physents[i].angles, forward, right, up); vec3_t temp; VectorCopy(localStart, temp); localStart[0] = DotProduct(temp, forward); localStart[1] = -DotProduct(temp, right); localStart[2] = DotProduct(temp, up); VectorCopy(localEnd, temp); localEnd[0] = DotProduct(temp, forward); localEnd[1] = -DotProduct(temp, right); localEnd[2] = DotProduct(temp, up); } trace_t trace; NS_TraceLine(hull, localStart, localEnd, &trace); if (trace.fraction < result.fraction) { result.allsolid = trace.allsolid; result.startsolid = trace.startsolid; result.inopen = trace.inopen; result.inwater = trace.inwater; result.fraction = trace.fraction; result.ent = i; result.hitgroup = trace.hitgroup; if (pmove->physents[i].model == NULL && result.allsolid) { // We don't have a normal, so use the plane normal // closest to the away direction. NS_GetClosestPlaneNormal(awayDirection, box_planes, 6, result.plane.normal); result.plane.dist = 0; //VectorCopy(awayDirection, result.plane.normal); result.allsolid = false; } else { VectorCopy(trace.plane.normal, result.plane.normal); result.plane.dist = trace.plane.dist; } if (rotated) { vec3_t invAngles; VectorScale(pmove->physents[i].angles, -1, invAngles); AngleVectors(invAngles, forward, right, up); vec3_t temp; VectorCopy(result.plane.normal, temp); result.plane.normal[0] = DotProduct(temp, forward); result.plane.normal[1] = -DotProduct(temp, right); result.plane.normal[2] = DotProduct(temp, up); // TODO result.plane.dst needs to be updated. } } } } } // Compute the end position of the trace. result.endpos[0] = start[0] + result.fraction * (end[0] - start[0]); result.endpos[1] = start[1] + result.fraction * (end[1] - start[1]); result.endpos[2] = start[2] + result.fraction * (end[2] - start[2]); // Compute the delta velocity if (result.fraction < 1) { float s = DotProduct(result.plane.normal, pmove->velocity); vec3_t antiVelocity; VectorScale(result.plane.normal, s, antiVelocity); VectorSubtract(pmove->velocity, antiVelocity, result.deltavelocity); } return result; } int NS_TestPlayerPosition(playermove_t* pmove, float* origin, pmtrace_t* trace) { //return pmove->PM_TestPlayerPosition(origin, trace); pmtrace_t tempTrace = NS_PlayerTrace(pmove, origin, origin, PM_WORLD_ONLY, -1); if (trace != NULL) { memcpy(trace, &tempTrace, sizeof(pmtrace_t)); } return tempTrace.ent; } //#ifdef AVH_CLIENT void PM_DebugLocations(int theRandomNumber) { #ifdef AVH_CLIENT gTriDebugLocations.clear(); #endif //int theNumEnts = pmove->numphysent; int theNumEnts = pmove->numvisent; //if(pmove->server) //{ // pmove->Con_Printf("DEBUGLOCATIONS (server, %d ents):\n", theNumEnts); //} //else //{ // pmove->Con_Printf("DEBUGLOCATIONS (client, %d ents):\n", theNumEnts); //} physent_t* theEntity = NULL; for (int i = 0; i < theNumEnts; i++) { //theEntity = pmove->physents + i;; theEntity = pmove->visents + i;; if(theEntity)// && (theEntity->info >= 1) && (theEntity->info <= 16)) { vec3_t theEntityOrigin; VectorCopy(theEntity->origin, theEntityOrigin); //if(pmove->iuser3 == AVH_USER3_FUNC_RESOURCE) //{ // pmove->Con_Printf(" - entnumber(%d) iuser3 (%d) %d origin(%f, %f, %f) mins(%f, %f, %f) maxs(%f %f %f)\n", theEntity->info, pmove->iuser3, theEntityOrigin[0], theEntityOrigin[1], theEntityOrigin[2], theEntity->mins[0], theEntity->mins[1], theEntity->mins[2], theEntity->maxs[0], theEntity->maxs[1], theEntity->maxs[2]); //} //pmove->Con_Printf("mins(%f, %f, %f) maxs(%f %f %f)\n", i, theEntityOrigin[0], theEntityOrigin[1], theEntityOrigin[2]); #ifdef AVH_CLIENT DebugPoint thePoint; thePoint.x = theEntityOrigin[0]; thePoint.y = theEntityOrigin[1]; thePoint.z = theEntityOrigin[2]; gTriDebugLocations.push_back(thePoint); #endif #ifdef AVH_SERVER AvHSUAddDebugPoint(theEntityOrigin[0], theEntityOrigin[1], theEntityOrigin[2]); #endif // float theOriginX = (theEntity->maxs.x + theEntity->mins.x)/2.0f; // float theOriginY = (theEntity->maxs.y + theEntity->mins.y)/2.0f; // float theOriginZ = (theEntity->maxs.z + theEntity->mins.z)/2.0f; //DrawCircleOnGroundAtPoint(theEntityOrigin, 4, 0, 12, 1, 1, 0, .5f); } } pmove->Con_Printf("\n"); // if(theRandomNumber < 10) // { // pmove->Con_Printf("Using hull: %d\n", pmove->usehull); // } } //#endif void PM_GetWishVelocity(vec3_t& outWishVelocity) { VectorNormalize(pmove->forward); VectorNormalize(pmove->right); VectorNormalize(pmove->up); float fmove = pmove->cmd.forwardmove; float smove = pmove->cmd.sidemove; float umove = pmove->cmd.upmove; for(int i=0 ; i<3 ; i++) { outWishVelocity[i] = pmove->forward[i]*fmove + pmove->right[i]*smove + pmove->up[i]*umove; } } bool NS_CheckOffsetFromOrigin(float inX, float inY, float inZ, vec3_t& outNormal) { /////////////////////////////// // Begin Max's Code /////////////////////////////// bool thePointIsSolid = false; const float kScalar = 1.3f; vec3_t thePoint; thePoint[0] = pmove->origin[0] + inX*kScalar; thePoint[1] = pmove->origin[1] + inY*kScalar; thePoint[2] = pmove->origin[2] + inZ*kScalar; // Trace against the world geometry. trace_t trace; NS_TraceLine(pmove->origin, thePoint, 1, PM_WORLD_ONLY, -1, true, trace); if (trace.fraction < 1) { // tankefugl: Don't weight it if surface normal is too plane if (trace.plane.normal[2] > 0.7) return true; // Weight the normal based on how close the intersection is. vec3_t normal; VectorScale(trace.plane.normal, 1.0f / (trace.fraction + 0.1f), normal); VectorAdd(normal, outNormal, outNormal); thePointIsSolid = true; #ifdef AVH_SERVER //PM_ParticleLine(pmove->origin, thePoint, 63, 0.1, 5.0); #endif } else { #ifdef AVH_SERVER //PM_ParticleLine(pmove->origin, thePoint, 0, 0.1, 5.0); #endif } // If there was no intersection with the world, trace the entities. // We prioritize world tracing over entity tracing so that small entities (like // IPs, resource nozzles and switches) don't cause changes in the skulk's orientation. if (!thePointIsSolid) { const int pointSizeHull = 2; trace_t trace; NS_TraceLine(pmove->origin, thePoint, pointSizeHull, 0, -1, true, trace); /* struct pmtrace_s* theTrace = pmove->PM_TraceLine(pmove->origin, thePoint, PM_TRACELINE_ANYVISIBLE, pointSizeHull, pmove->player_index); */ //if (theTrace && (theTrace->fraction < 1) && !GetIsEntityAPlayer(theTrace->ent)) if (trace.fraction < 1) { // Add the normal so that we compute an average normal over all tests. // Weight the normal based on how close the intersection is. vec3_t normal; //VectorScale(theTrace->plane.normal, 1.0f / (theTrace->fraction + 0.1f), normal); VectorScale(trace.plane.normal, 1.0f / (trace.fraction + 0.1f), normal); VectorAdd(normal, outNormal, outNormal); thePointIsSolid = true; #ifdef AVH_SERVER //PM_ParticleLine(pmove->origin, thePoint, 79, 0.1, 5.0); #endif } } return thePointIsSolid; /////////////////////////////// // End Max's Code /////////////////////////////// } void NS_GetWallstickingAngles(const vec3_t surfaceNormal, const vec3_t currentAngles, vec3_t angles) { vec3_t forward; vec3_t right; vec3_t up; VectorCopy(surfaceNormal, up); AngleVectors(currentAngles, forward, NULL, NULL); CrossProduct(forward, up, right); CrossProduct(up, right, forward); VectorNormalize(forward); VectorNormalize(right); VectorNormalize(up); VectorsToAngles(forward, right, up, angles); } void NS_FixWallstickingAngles(vec3_t angles) { const float minValue = -1000; const float maxValue = 1000; if (!(angles[0] > minValue && angles[0] < maxValue) || !(angles[1] > minValue && angles[1] < maxValue) || !(angles[2] > minValue && angles[2] < maxValue)) { // The angles have become invalid, so reset them. angles[0] = 0; angles[1] = 0; angles[2] = 0; } } void PM_ParticleAxes(vec3_t origin, vec3_t angles) { vec3_t forward; vec3_t right; vec3_t up; AngleVectors(angles, forward, right, up); VectorScale(forward, 100, forward); VectorScale(right, 100, right); VectorScale(up, 100, up); VectorAdd(origin, forward, forward); VectorAdd(origin, right, right); VectorAdd(origin, up, up); PM_ParticleLine(origin, forward, 63, 0.1, 2.0); PM_ParticleLine(origin, right, 79, 0.1, 2.0); PM_ParticleLine(origin, up, 15, 0.1, 2.0); } void NS_UpdateWallsticking() { canWallJump = true; SetUpgradeMask(&pmove->iuser4, MASK_WALLSTICKING, false); //pmove->effects &= ~EF_INVLIGHT; if (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1) { // tankefugl: 0000972 pmove->waterjumptime -= pmove->cmd.msec; if (pmove->waterjumptime < 0) pmove->waterjumptime = 0; if(!(pmove->cmd.buttons & IN_DUCK) && !(pmove->oldbuttons & IN_JUMP) && (pmove->waterlevel < 2)) // if(!(pmove->cmd.buttons & IN_DUCK)) //&& ((pmove->onground != -1) || (pmove->numtouch > 0))) // :tankefugl { vec3_t theMinPoint; vec3_t theMaxPoint; // TODO: SCALE BY FPS DEPENDANCY VectorScale(kWallstickingDistanceCheck, -1, theMinPoint); VectorCopy(kWallstickingDistanceCheck, theMaxPoint); // Trace corners of hull to see if any are touching a solid and // compute an average surface normal. vec3_t theSurfaceNormal = { 0, 0, 0 }; bool wallsticking = false; // tankefugl: fix to allow skulks to climb walls oriented 45 degrees in the x-y plane // it also allows for easier climbing around courners //wallsticking |= NS_CheckOffsetFromOrigin(pmove->forward[0], pmove->forward[1], pmove->forward[2], theSurfaceNormal); //if (wallsticking) // VectorScale(theSurfaceNormal, 5, theSurfaceNormal); // :tankefugl //wallsticking |= NS_CheckOffsetFromOrigin(theMinPoint[0], theMinPoint[1], theMinPoint[2], theSurfaceNormal); //wallsticking |= NS_CheckOffsetFromOrigin(theMinPoint[0], theMaxPoint[1], theMinPoint[2], theSurfaceNormal); //wallsticking |= NS_CheckOffsetFromOrigin(theMaxPoint[0], theMinPoint[1], theMinPoint[2], theSurfaceNormal); //wallsticking |= NS_CheckOffsetFromOrigin(theMaxPoint[0], theMaxPoint[1], theMinPoint[2], theSurfaceNormal); wallsticking |= NS_CheckOffsetFromOrigin(theMinPoint[0], theMinPoint[1], theMaxPoint[2], theSurfaceNormal); wallsticking |= NS_CheckOffsetFromOrigin(theMinPoint[0], theMaxPoint[1], theMaxPoint[2], theSurfaceNormal); wallsticking |= NS_CheckOffsetFromOrigin(theMaxPoint[0], theMinPoint[1], theMaxPoint[2], theSurfaceNormal); wallsticking |= NS_CheckOffsetFromOrigin(theMaxPoint[0], theMaxPoint[1], theMaxPoint[2], theSurfaceNormal); VectorNormalize(theSurfaceNormal); if (wallsticking) { // tankefugl: 0000972 if (pmove->waterjumptime == 0) { //float dotNormalView = DotProduct(pmove->forward, theSurfaceNormal); vec3_t tempNormal = {0, 0, 0}; bool checkedDownOffset = NS_CheckOffsetFromOrigin(0, 0, theMinPoint[2], tempNormal); VectorNormalize(tempNormal); if ((checkedDownOffset == false) || (tempNormal[2] < 0.7f && tempNormal[2] > 0.05f)) { VectorCopy(theSurfaceNormal, gSurfaceNormal); if (pmove->cmd.buttons & IN_WALK) { vec3_t theDispVect; VectorScale(theSurfaceNormal, theMinPoint[0], theDispVect); VectorAdd(pmove->origin, theDispVect, theDispVect); pmtrace_t wallclimbTrace = NS_PlayerTrace(pmove, pmove->origin, theDispVect, PM_NORMAL, -1); if (wallclimbTrace.fraction < 1) { VectorCopy(wallclimbTrace.endpos, pmove->origin); } } } else { canWallJump = false; } // Set wall sticking to true. SetUpgradeMask(&pmove->iuser4, MASK_WALLSTICKING); } // :tankefugl vec3_t angles; #ifdef AVH_SERVER vec3_t worldViewAngles; Mat3 objectMatrix(pmove->vuser1); Mat3 viewMatrix(pmove->angles); (objectMatrix * viewMatrix).GetEulerAngles(worldViewAngles); NS_GetWallstickingAngles(theSurfaceNormal, pmove->angles, angles); VectorCopy(angles, pmove->vuser2); #endif #ifdef AVH_CLIENT NS_GetWallstickingAngles(theSurfaceNormal, gWorldViewAngles, angles); VectorCopy(angles, gTargetPlayerAngles); #endif } else { // This seems like a good idea, but it doesn't work too well in // practice (maybe the constant just need to be tweaked). /* // If the Skulk is not wallsticking, then rotate to align with the // surface he's moving towards (if there's one nearby). vec3_t traceEnd; vec3_t traceDir; VectorCopy(pmove->velocity, traceDir); VectorNormalize(traceDir); VectorScale(traceDir, kSkulkRotationLookAhead, traceDir); VectorAdd(traceDir, pmove->origin, traceEnd); pmtrace_t trace = NS_PlayerTrace(pmove, pmove->origin, traceEnd, PM_NORMAL, -1 ); if (trace.fraction < 1) { vec3_t angles; #ifdef AVH_SERVER NS_GetWallstickingAngles(trace.plane.normal, pmove->vuser1, angles); VectorCopy(angles, pmove->vuser2); #endif #ifdef AVH_CLIENT NS_GetWallstickingAngles(trace.plane.normal, gWorldViewAngles, angles); VectorCopy(angles, gTargetPlayerAngles); #endif } */ // When the player isn't wall sticking, just revert to the normal // angles. #ifdef AVH_SERVER VectorCopy(pmove->angles, pmove->vuser2); #endif #ifdef AVH_CLIENT VectorCopy(pmove->angles, gTargetPlayerAngles); #endif } // These buttons have changed this frame int theButtonsChanged = (pmove->oldbuttons ^ pmove->cmd.buttons); // The changed ones still down are "pressed" //int theButtonPressed = theButtonsChanged & pmove->cmd.buttons; // If we're now wallsticking and we JUST pressed our duck button, slow our velocity if(GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && (theButtonsChanged & IN_DUCK)) { //pmove->Con_Printf("Setting vel to 0\n"); VectorScale(pmove->velocity, .999f, pmove->velocity); //pmove->velocity[0] = pmove->velocity[1] = pmove->velocity[2] = 0.0f; // Trigger footstep immediately pmove->flTimeStepSound = 0.0f; } } else { #ifdef AVH_SERVER //VectorCopy(pmove->angles, pmove->vuser2); vec3_t up = { 0, 0, 1 }; NS_GetWallstickingAngles(up, pmove->angles, pmove->vuser2); #endif } } } int NS_GetStepsize(int iuser3) { // TODO: Move this into a server variable? const int kDefaultStepsize = 18; int theStepSize = kDefaultStepsize; //if((pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1) || (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER2)) //{ // theStepSize = kDefaultStepsize;//.66f*kDefaultStepsize; //} //else if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER4) //{ // theStepSize = 1.3f*kDefaultStepsize; //} //else if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER5) //{ // theStepSize = 1.6*kDefaultStepsize; //} //if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER5) //{ // theStepSize = 1.3f*kDefaultStepsize; //} return theStepSize; } void PM_SwapTextures( int i, int j ) { char chTemp; char szTemp[ CBTEXTURENAMEMAX ]; strcpy( szTemp, grgszTextureName[ i ] ); chTemp = grgchTextureType[ i ]; strcpy( grgszTextureName[ i ], grgszTextureName[ j ] ); grgchTextureType[ i ] = grgchTextureType[ j ]; strcpy( grgszTextureName[ j ], szTemp ); grgchTextureType[ j ] = chTemp; } void PM_SortTextures( void ) { // Bubble sort, yuck, but this only occurs at startup and it's only 512 elements... // int i, j; for ( i = 0 ; i < gcTextures; i++ ) { for ( j = i + 1; j < gcTextures; j++ ) { if ( stricmp( grgszTextureName[ i ], grgszTextureName[ j ] ) > 0 ) { // Swap // PM_SwapTextures( i, j ); } } } } void PM_InitTextureTypes() { char buffer[512]; int i, j; byte *pMemFile; int fileSize, filePos; static qboolean bTextureTypeInit = false; if ( bTextureTypeInit ) return; memset(&(grgszTextureName[0][0]), 0, CTEXTURESMAX * CBTEXTURENAMEMAX); memset(grgchTextureType, 0, CTEXTURESMAX); gcTextures = 0; memset(buffer, 0, 512); fileSize = pmove->COM_FileSize( "sound/materials.txt" ); pMemFile = pmove->COM_LoadFile( "sound/materials.txt", 5, NULL ); if ( !pMemFile ) return; filePos = 0; // for each line in the file... while ( pmove->memfgets( pMemFile, fileSize, &filePos, buffer, 511 ) != NULL && (gcTextures < CTEXTURESMAX) ) { // skip whitespace i = 0; while(buffer[i] && isspace(buffer[i])) i++; if (!buffer[i]) continue; // skip comment lines if (buffer[i] == '/' || !isalpha(buffer[i])) continue; // get texture type grgchTextureType[gcTextures] = toupper(buffer[i++]); // skip whitespace while(buffer[i] && isspace(buffer[i])) i++; if (!buffer[i]) continue; // get sentence name j = i; while (buffer[j] && !isspace(buffer[j])) j++; if (!buffer[j]) continue; // null-terminate name and save in sentences array j = min (j, CBTEXTURENAMEMAX-1+i); buffer[j] = 0; strcpy(&(grgszTextureName[gcTextures++][0]), &(buffer[i])); } // Must use engine to free since we are in a .dll pmove->COM_FreeFile ( pMemFile ); PM_SortTextures(); bTextureTypeInit = true; } char PM_FindTextureType( char *name ) { int left, right, pivot; int val; assert( pm_shared_initialized ); left = 0; right = gcTextures - 1; while ( left <= right ) { pivot = ( left + right ) / 2; val = strnicmp( name, grgszTextureName[ pivot ], CBTEXTURENAMEMAX-1 ); if ( val == 0 ) { return grgchTextureType[ pivot ]; } else if ( val > 0 ) { left = pivot + 1; } else if ( val < 0 ) { right = pivot - 1; } } return CHAR_TEX_CONCRETE; } float PM_GetDesiredTopDownCameraHeight(qboolean& outFoundEntity) { // vec3_t theTraceStart; // vec3_t theTraceEnd; // vec3_t theForward; // pmtrace_t* theTrace = NULL; // physent_t* theTarget = NULL; // float theHeight = 320;//180; // qboolean theDone = false; // int theEntityHit = -1; // // // Start tracing at player, but at the highest point in the map // VectorCopy(pmove->origin, theTraceStart); // theTraceStart[2] = 750; // // VectorCopy(pmove->origin, theTraceEnd); // theTraceEnd[2] = -500; // // //AngleVectors(pmove->angles, theForward, NULL, NULL); // //VectorNormalize(theForward); // theForward[0] = theForward[1] = 0; // theForward[2] = -1; // // //VectorMA(pmove->origin, theHeight, theForward, theTraceEnd); // // do // { // //struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehull, int ignore_pe ); // theTrace = pmove->PM_TraceLine(theTraceStart, theTraceEnd, PM_TRACELINE_ANYVISIBLE, 2, theEntityHit); // // // Find out if there are any view height entities at our x,y // theEntityHit = theTrace->ent; // if(theEntityHit > 0) // { // //theTarget = AvHSUGetEntity(theEntityHit); // for (int i = 0; i < pmove->numphysent; i++) // { // if ( pmove->physents[i].info == theEntityHit) // { // theTarget = pmove->physents + i; // } // } // } // // // If so, pick the nearest one and set our height to it // if(theTarget && (theTarget->iuser3 == AVH_USER3_VIEWHEIGHT)) // { // // Use it's center for the height // theHeight = (theTarget->maxs[2] + theTarget->mins[2])/2.0f; // // outFoundEntity = true; // // // We're done // theDone = true; // } // //if(!theTarget) // //{ // // theDone = true; // //} // // // Do the trace again but starting at this point // VectorCopy(theTrace->endpos, theTraceStart); //// if(theTrace->startsolid) //// { //// VectorMA(theTrace->endpos, 10, theForward, theTraceStart); //// } // } // // While the end point is not a view entity and not below // //while(theTrace->fraction > kFloatTolerance && !theDone); // while((theTrace->fraction != 1.0f) && !theDone /*&& (!theTrace->startsolid || theTrace->fraction != 0)*/); // // // Return the result // return theHeight; return 640; } bool NS_GetIsPlayerAlien(string& outExtension, float* outVolume = NULL) { int theUser3 = pmove->iuser3; // Default alien extension bool theIsAlien1 = (theUser3 == AVH_USER3_ALIEN_PLAYER1); bool theIsAlien2 = (theUser3 == AVH_USER3_ALIEN_PLAYER2); bool theIsAlien3 = (theUser3 == AVH_USER3_ALIEN_PLAYER3); bool theIsAlien4 = (theUser3 == AVH_USER3_ALIEN_PLAYER4); bool theIsAlien5 = (theUser3 == AVH_USER3_ALIEN_PLAYER5); if(theIsAlien1) { outExtension = kAlien1FootstepExtension; } else if(theIsAlien5) { outExtension = kAlien5FootstepExtension; if(outVolume) { *outVolume = .3f; } } else if(theIsAlien2 || theIsAlien3 || theIsAlien4) { outExtension = kAlienFootstepExtension; } return theIsAlien1 || theIsAlien2 || theIsAlien3 || theIsAlien4 || theIsAlien5; } void NS_PlayStepSound(int inMaterialType, int inSoundNumber, float inVolume) { // Is this an alien step sound? string theExtension; bool theIsAlien = NS_GetIsPlayerAlien(theExtension, &inVolume); // If we have heavy armor if((pmove->iuser3 == AVH_USER3_MARINE_PLAYER) && GetHasUpgrade(pmove->iuser4, MASK_UPGRADE_13)) { theExtension = kHeavyFootstepExtension; // Can't be too quiet with heavy armor inVolume = max(inVolume, .5f); } // Build base name string theBaseName; // Switch material type switch(inMaterialType) { case STEP_CONCRETE: theBaseName = kConcreteBaseName; break; case STEP_METAL: theBaseName = kMetalBaseName; break; case STEP_DIRT: theBaseName = kDirtBaseName; break; case STEP_VENT: theBaseName = kDuctBaseName; break; case STEP_GRATE: theBaseName = kGrateBaseName; break; case STEP_TILE: theBaseName = kTileBaseName; break; case STEP_SLOSH: theBaseName = kSloshBaseName; break; case STEP_WADE: theBaseName = kWadeBaseName; break; case STEP_LADDER: theBaseName = kLadderBaseName; break; } // Map random number to indices Valve uses int theFinalNumber; switch(inSoundNumber) { case 0: theFinalNumber = 1; break; case 1: theFinalNumber = 3; break; case 2: theFinalNumber = 2; break; case 3: theFinalNumber = 4; break; case 4: theFinalNumber = 5; break; } // If player is walking, don't play sound float theWalkFactor = .5f;//AvHMUGetWalkSpeedFactor((AvHUser3)pmove->iuser3); int theCurrentSpeed = Length(pmove->velocity);//sqrt( pmove->cmd.forwardmove * pmove->cmd.forwardmove ) + ( pmove->cmd.sidemove * pmove->cmd.sidemove ) + ( pmove->cmd.upmove * pmove->cmd.upmove ); int theMaxSpeed = pmove->clientmaxspeed; theMaxSpeed = pmove->maxspeed; float theSpeedFraction = theCurrentSpeed/(float)theMaxSpeed; bool thePlayingFootstep = true; if(theSpeedFraction > theWalkFactor) { // Construct full name using base name and sound number char theFinalName[128]; sprintf(theFinalName, "%s%s%d", kFootstepDirectory, theBaseName.c_str(), theFinalNumber); //if(theIsAlien && (inMaterialType != STEP_WADE)) float theNorm = ATTN_NORM; if((theExtension != "") && (inMaterialType == STEP_CONCRETE)) { //theNorm = ATTN_IDLE; strcat(theFinalName, theExtension.c_str()); } strcat(theFinalName, ".wav"); // If alien has silencio upgrade, mute footstep volume float theSilenceUpgradeFactor = 0.0f; if(theIsAlien) { int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); theSilenceUpgradeFactor = theSilenceUpgradeLevel/3.0f; } inVolume = inVolume - inVolume*theSilenceUpgradeFactor; // Play it at the specified volume PM_NSPlaySound(CHAN_BODY, theFinalName, inVolume, theNorm, 0, PITCH_NORM); } else { // pmove->Con_DPrintf("Skipping footstep sound\n"); thePlayingFootstep = false; } // pmove->Con_DPrintf("current speed: %d, max speed: %d, fraction %f, played footstep: %d\n", theCurrentSpeed, theMaxSpeed, theSpeedFraction, thePlayingFootstep); } void PM_PlayStepSound( int step, float fvol ) { static int iSkipStep = 0; int irand; vec3_t hvel; pmove->iStepLeft = !pmove->iStepLeft; if ( !pmove->runfuncs ) { return; } irand = pmove->RandomLong(0,1) + ( pmove->iStepLeft * 2 ); // Don't play footsteps when ducked // FIXME mp_footsteps needs to be a movevar if((pmove->multiplayer && !pmove->movevars->footsteps) || (pmove->flags & FL_DUCKING)) { return; } VectorCopy( pmove->velocity, hvel ); hvel[2] = 0.0; //if ( pmove->multiplayer && ( !g_onladder && Length( hvel ) <= 220 ) ) (use CBasePlayer::GetMaxWalkSpeed somehow if ever uncommenting this) // return; // irand - 0,1 for right foot, 2,3 for left foot // used to alternate left and right foot // FIXME, move to player state switch (step) { default: case STEP_CONCRETE: case STEP_METAL: case STEP_DIRT: case STEP_VENT: case STEP_SLOSH: case STEP_GRATE: case STEP_WADE: case STEP_LADDER: NS_PlayStepSound(step, irand, fvol); break; case STEP_TILE: if ( !pmove->RandomLong(0,4) ) irand = 4; NS_PlayStepSound(step, irand, fvol); break; } // switch (step) // { // default: // case STEP_CONCRETE: // switch (irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_step1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_step3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_step2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_step4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_METAL: // switch(irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_metal1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_metal3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_metal2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_metal4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_DIRT: // switch(irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_dirt1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_dirt3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_dirt2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_dirt4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_VENT: // switch(irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_duct1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_duct3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_duct2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_duct4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_GRATE: // switch(irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_grate1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_grate3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_grate2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_grate4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_TILE: // if ( !pmove->RandomLong(0,4) ) // irand = 4; // switch(irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_tile1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_tile3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_tile2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_tile4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 4: PM_NSPlaySound( CHAN_BODY, "player/pl_tile5.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_SLOSH: // switch(irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_slosh1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_slosh3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_slosh2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_slosh4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_WADE: // if ( iSkipStep == 0 ) // { // iSkipStep++; // break; // } // // if ( iSkipStep++ == 3 ) // { // iSkipStep = 0; // } // // switch (irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_wade1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_wade2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_wade3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_wade4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // case STEP_LADDER: // switch(irand) // { // // right foot // case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_ladder1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_ladder3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // // left foot // case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_ladder2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_ladder4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // } // break; // } } int PM_MapTextureTypeStepType(char chTextureType) { int theTextureType = 0; switch (chTextureType) { default: case CHAR_TEX_CONCRETE: theTextureType = STEP_CONCRETE; break; case CHAR_TEX_METAL: theTextureType = STEP_METAL; break; case CHAR_TEX_DIRT: theTextureType = STEP_DIRT; break; case CHAR_TEX_VENT: theTextureType = STEP_VENT; break; case CHAR_TEX_GRATE: theTextureType = STEP_GRATE; break; case CHAR_TEX_TILE: theTextureType = STEP_TILE; break; case CHAR_TEX_SLOSH: theTextureType = STEP_SLOSH; break; } return theTextureType; } /* ==================== PM_CatagorizeTextureType Determine texture info for the texture we are standing on. ==================== */ void PM_CatagorizeTextureType( void ) { vec3_t start, end; const char *pTextureName; VectorCopy( pmove->origin, start ); VectorCopy( pmove->origin, end ); // Straight down end[2] -= 64; // Fill in default values, just in case. pmove->sztexturename[0] = '\0'; pmove->chtexturetype = CHAR_TEX_CONCRETE; pTextureName = pmove->PM_TraceTexture( pmove->onground, start, end ); if ( !pTextureName ) return; // strip leading '-0' or '+0~' or '{' or '!' if (*pTextureName == '-' || *pTextureName == '+') pTextureName += 2; if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') pTextureName++; // '}}' strcpy( pmove->sztexturename, pTextureName); pmove->sztexturename[ CBTEXTURENAMEMAX - 1 ] = 0; // get texture type pmove->chtexturetype = PM_FindTextureType( pmove->sztexturename ); } void PM_GetSpeeds(float& outVelWalk, float& outVelRun) { } float PM_SetStepInterval() { //int theCurrentSpeed = Length(pmove->velocity); int theCurrentSpeed = ( pmove->cmd.forwardmove * pmove->cmd.forwardmove ) + ( pmove->cmd.sidemove * pmove->cmd.sidemove ) + ( pmove->cmd.upmove * pmove->cmd.upmove ); theCurrentSpeed = sqrt( (double)theCurrentSpeed ); int theMaxSpeed = kMaxGroundPlayerSpeed;//pmove->clientmaxspeed; // int kFastestFootstepInterval = BALANCE_VAR(kFootstepFastInterval); // int kSlowestFootstepInterval = BALANCE_VAR(kFootstepSlowInterval); // // if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER5) // { // kFastestFootstepInterval = 200; // kSlowestFootstepInterval = 800; // } // Play louder as we get closer to max speed float theFraction = (float)theCurrentSpeed/theMaxSpeed; // int theCurrentInterval = kSlowestFootstepInterval - (kSlowestFootstepInterval - kFastestFootstepInterval)*theFraction; int theScalar = 800; switch(pmove->iuser3) { case AVH_USER3_MARINE_PLAYER: if(GetHasUpgrade(pmove->iuser4, MASK_UPGRADE_13)) { theScalar = BALANCE_VAR(kFootstepHeavyScalar); } else { theScalar = BALANCE_VAR(kFootstepMarineScalar); } break; case AVH_USER3_ALIEN_PLAYER1: theScalar = BALANCE_VAR(kFootstepSkulkScalar); break; case AVH_USER3_ALIEN_PLAYER2: theScalar = BALANCE_VAR(kFootstepGorgeScalar); break; case AVH_USER3_ALIEN_PLAYER3: theScalar = BALANCE_VAR(kFootstepLerkScalar); break; case AVH_USER3_ALIEN_PLAYER4: theScalar = BALANCE_VAR(kFootstepFadeScalar); break; case AVH_USER3_ALIEN_PLAYER5: theScalar = BALANCE_VAR(kFootstepOnosScalar); break; } int theCurrentInterval = max(((float)theScalar/theCurrentSpeed)*100, 200); pmove->flTimeStepSound = theCurrentInterval; return theFraction; } void PM_SetHulls( void ) { pmove->player_mins[0][0] = HULL0_MINX; pmove->player_mins[0][1] = HULL0_MINY; pmove->player_mins[0][2] = HULL0_MINZ; pmove->player_maxs[0][0] = HULL0_MAXX; pmove->player_maxs[0][1] = HULL0_MAXY; pmove->player_maxs[0][2] = HULL0_MAXZ; pmove->player_mins[1][0] = HULL1_MINX; pmove->player_mins[1][1] = HULL1_MINY; pmove->player_mins[1][2] = HULL1_MINZ; pmove->player_maxs[1][0] = HULL1_MAXX; pmove->player_maxs[1][1] = HULL1_MAXY; pmove->player_maxs[1][2] = HULL1_MAXZ; pmove->player_mins[2][0] = HULL2_MINX; pmove->player_mins[2][1] = HULL2_MINY; pmove->player_mins[2][2] = HULL2_MINZ; pmove->player_maxs[2][0] = HULL2_MAXX; pmove->player_maxs[2][1] = HULL2_MAXY; pmove->player_maxs[2][2] = HULL2_MAXZ; pmove->player_mins[3][0] = HULL3_MINX; pmove->player_mins[3][1] = HULL3_MINY; pmove->player_mins[3][2] = HULL3_MINZ; pmove->player_maxs[3][0] = HULL3_MAXX; pmove->player_maxs[3][1] = HULL3_MAXY; pmove->player_maxs[3][2] = HULL3_MAXZ; // Work around for a problem in the engine where it always uses the default HL // hull sizes for the clip_mins and clip_maxs. for (int i = 0; i < pmove->numphysent; ++i) { // HACK: for some reason the player field isn't correct on the clients. // This is either a problem with HL or with NS's propagation of entities. if (pmove->physents[i].info >= 1 && pmove->physents[i].info <= 32) { pmove->physents[i].player = 1; } else { pmove->physents[i].player = 0; } model_s* model = pmove->physents[i].model; if (model) { model->hulls[0].clip_mins[0] = HULL2_MINX; model->hulls[0].clip_mins[1] = HULL2_MINY; model->hulls[0].clip_mins[2] = HULL2_MINZ; model->hulls[0].clip_maxs[0] = HULL2_MAXX; model->hulls[0].clip_maxs[1] = HULL2_MAXY; model->hulls[0].clip_maxs[2] = HULL2_MAXZ; model->hulls[1].clip_mins[0] = HULL0_MINX; model->hulls[1].clip_mins[1] = HULL0_MINY; model->hulls[1].clip_mins[2] = HULL0_MINZ; model->hulls[1].clip_maxs[0] = HULL0_MAXX; model->hulls[1].clip_maxs[1] = HULL0_MAXY; model->hulls[1].clip_maxs[2] = HULL0_MAXZ; model->hulls[2].clip_mins[0] = HULL3_MINX; model->hulls[2].clip_mins[1] = HULL3_MINY; model->hulls[2].clip_mins[2] = HULL3_MINZ; model->hulls[2].clip_maxs[0] = HULL3_MAXX; model->hulls[2].clip_maxs[1] = HULL3_MAXY; model->hulls[2].clip_maxs[2] = HULL3_MAXZ; model->hulls[3].clip_mins[0] = HULL1_MINX; model->hulls[3].clip_mins[1] = HULL1_MINY; model->hulls[3].clip_mins[2] = HULL1_MINZ; model->hulls[3].clip_maxs[0] = HULL1_MAXX; model->hulls[3].clip_maxs[1] = HULL1_MAXY; model->hulls[3].clip_maxs[2] = HULL1_MAXZ; } } } void PM_UpdateStepSound( void ) { if(!GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { int fWalking; float fvol; vec3_t knee; vec3_t feet; vec3_t center; float height; float speed; float velrun; float velwalk; // float flduck; int fLadder; int step; 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 ( !GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && (( 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 || GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) || ( pmove->onground != -1 ) ) && ( Length( pmove->velocity ) > 0.0 )) { 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] - 0.3 * height; feet[2] = pmove->origin[2] - 0.5 * height; // find out what we're stepping in or on... if (fLadder) { step = STEP_LADDER; fvol = 0.35; pmove->flTimeStepSound = 350; } else if ( pmove->PM_PointContents ( knee, NULL ) == CONTENTS_WATER ) { step = STEP_WADE; fvol = 0.65; pmove->flTimeStepSound = 600; } else if ( pmove->PM_PointContents ( feet, NULL ) == CONTENTS_WATER ) { step = STEP_SLOSH; fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; } else { // find texture under player, if different from current texture, // get material type step = PM_MapTextureTypeStepType( pmove->chtexturetype ); float theFraction = PM_SetStepInterval(); switch ( pmove->chtexturetype ) { default: case CHAR_TEX_CONCRETE: case CHAR_TEX_METAL: case CHAR_TEX_GRATE: case CHAR_TEX_TILE: case CHAR_TEX_SLOSH: //fvol = .2f + .3f*theFraction; fvol = .7f*theFraction; break; case CHAR_TEX_DIRT: fvol = .75f*theFraction; //fvol = .25f + .3f*theFraction; //fvol = fWalking ? 0.25 : 0.55; //pmove->flTimeStepSound = fWalking ? 400 : 300; break; case CHAR_TEX_VENT: fvol = .3f + .5f*theFraction; //fvol = .5f + .3f*theFraction; //fvol = fWalking ? 0.4 : 0.7; //pmove->flTimeStepSound = fWalking ? 400 : 300; break; } } // pmove->flTimeStepSound += flduck; // slower step time if ducking // play the sound // 35% volume if ducking if (!GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && (pmove->flags & FL_DUCKING)) { fvol *= 0.35; } 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; } float PM_GetHorizontalSpeed() { return sqrtf(pmove->velocity[0] * pmove->velocity[0] + pmove->velocity[1] * pmove->velocity[1]); } void PM_AddCorrectGravity() { float ent_gravity; // TODO: Put back in alien glide when alien upgrades worked out // if(GetHasUpgrade(pmove->iuser4, ALIEN_ABILITY_1)) // { // pmove->gravity = .2f; // } /* else */ if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3) { /* // Glide down if((pmove->cmd.buttons & IN_JUMP) && (pmove->velocity[2] <= 0.0f)) { pmove->gravity = .10f; } else { pmove->gravity = .55f; } */ float theMinGravity = 0.10f; float theMaxGravity = 0.75f; float theGravity = theMaxGravity; if (pmove->cmd.buttons & IN_JUMP) { float theSpeed = PM_GetHorizontalSpeed(); float theLift = (theSpeed / 300) * (pmove->forward[2] + 0.5) / 1.5; if (theLift < 0) { theLift = 0; } theGravity = theMinGravity + (1 - theLift) * (theMaxGravity - theMinGravity); } pmove->gravity = max(min(theGravity, theMaxGravity), theMinGravity); } else { pmove->gravity = 1.0f; } // If they're in the air and they have jump held down, and they have the gliding type, // apply less gravity to them // if ( pmove->cmd.buttons & IN_JUMP ) // { // if(pmove->iuser3 == AVH_USER3_GLIDE) // { // // Only glide on the way down // if(pmove->velocity[2] < 0) // { // if(pmove->onground == -1) // { // // Glide and drag baybee // pmove->gravity = .15f; // pmove->velocity[0] /= 1.01f; // pmove->velocity[1] /= 1.01f; // } // } // } // } // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl return; if (pmove->gravity) ent_gravity = pmove->gravity; else ent_gravity = 1.0; if(GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) || GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { pmove->gravity = ent_gravity = 0.0f; } // 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 * 0.5 * pmove->frametime ); pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime; pmove->basevelocity[2] = 0; PM_CheckVelocity(); } void PM_FixupGravityVelocity () { float ent_gravity; // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl return; if (pmove->gravity) ent_gravity = pmove->gravity; else ent_gravity = 1.0; if(GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) || GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { pmove->gravity = ent_gravity = 0.0f; } // Get the correct velocity for the end of the dt pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * pmove->frametime * 0.5 ); 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. // CGC - Removed zeroing of velocity so commander can float around easily outside of world 1/11/02 bool theIsInTopDown = (pmove->iuser4 & MASK_TOPDOWN); for (bumpcount=0 ; bumpcountvelocity[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 = NS_PlayerTrace (pmove, pmove->origin, end, PM_NORMAL, -1 ); if(theIsInTopDown) { // Don't collide with anything when we're commander VectorCopy(end, trace.endpos); } 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 && !theIsInTopDown) { // 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 || theIsInTopDown) { // 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 || theIsInTopDown) 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] > 0.7) { 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] > 0.0 ) {// 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, 1.0 + pmove->movevars->bounce * (1-pmove->friction) ); } VectorCopy( new_velocity, pmove->velocity ); VectorCopy( new_velocity, original_velocity ); } else { for (i=0 ; ivelocity, 1); for (j=0 ; jvelocity, 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 ) { if(!GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { 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 // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl 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, umove; 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; // Added by mmcguire. umove = pmove->cmd.upmove; float theVelocityLength = Length(pmove->velocity); //pmove->Con_Printf("Max speed: %f, velocity: %f\n", pmove->maxspeed, theVelocityLength); // Marines move slower when moving backwards or sideways if(pmove->iuser3 == AVH_USER3_MARINE_PLAYER) { if(fmove < 0) { fmove *= kMarineBackpedalSpeedScalar; } smove *= kMarineSidestepSpeedScalar; } if(GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) { vec3_t theForwardView, theRightView, theUpView; VectorCopy(pmove->forward, theForwardView); VectorCopy(pmove->up, theUpView); VectorNormalize(theForwardView); VectorNormalize(theUpView); CrossProduct(theForwardView, theUpView, theRightView); // Changed by mmcguire. Added up movement. for (i=0 ; i<3 ; i++) { wishvel[i] = theForwardView[i]*fmove + theRightView[i]*smove + theUpView[i]*umove; } } else { // 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); // //pmove->Con_Printf("PM_WalkMove()->fmove: %f\n", fmove); if (PM_GetIsCharging()) { SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, true); // Modify fmove? fmove = 500; } 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 if(!GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) pmove->velocity[2] = 0; PM_Accelerate (wishdir, wishspeed, pmove->movevars->accelerate); if(!GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) 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; // Wall-sticking change //dest[2] = pmove->origin[2]; dest[2] = pmove->origin[2] + pmove->velocity[2]*pmove->frametime; // first try moving directly to the next spot VectorCopy (dest, start); trace = NS_PlayerTrace (pmove, 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; } if(!GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) { if (oldonground == -1 && // Don't walk up stairs if not on ground. pmove->waterlevel == 0) return; } // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl // 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 (); // 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; dest[2] += NS_GetStepsize(pmove->iuser3); trace = NS_PlayerTrace (pmove, 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 (); // Now try going back down from the end point // press down the stepheight VectorCopy (pmove->origin, dest); //dest[2] -= pmove->movevars->stepsize; dest[2] -= NS_GetStepsize(pmove->iuser3); trace = NS_PlayerTrace (pmove, 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] < 0.7) 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 // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl return; if (PM_GetIsBlinking()) 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) || (GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING))) // 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 = NS_PlayerTrace (pmove, start, stop, PM_NORMAL, -1 ); if (trace.fraction == 1.0) 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; // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl return; if(GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) 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 *= 0.8; 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; start[2] += NS_GetStepsize(pmove->iuser3) + 1; trace = NS_PlayerTrace (pmove, 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_PreventMegaBunnyJumping(true); float theAirAccelerate = gIsJetpacking[pmove->player_index] ? pmove->movevars->airaccelerate*4 : pmove->movevars->airaccelerate; if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3) { theAirAccelerate = pmove->movevars->airaccelerate/22.0f; } PM_AirAccelerate (wishdir, wishspeed, theAirAccelerate); // Add in any base velocity to the current velocity. VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity ); //pmove->Con_Printf("airmove wish vel: %f %f %f\n", wishvel[0], wishvel[1], wishvel[2]); //pmove->Con_Printf("airmove vel: %f %f %f\n", pmove->velocity[0], pmove->velocity[1], pmove->velocity[2]); 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]) * 0.5; point[1] = pmove->origin[1] + (pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1]) * 0.5; 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; // Not sure why this is happening, but the commander on hera, above the droppad is returning CONTENTS_WATER // The commander can never be under water if(!GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { // 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 * 0.5; // 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_CategorizePosition ============= */ void PM_CategorizePosition (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; // puzl: 1027 // Correctly detect that we are climbing if (((pmove->velocity[2] > (MAX_CLIMB_SPEED-10)) && (g_onladder[pmove->player_index] > 0)) || (pmove->velocity[2] > 180)) // Shooting up really fast. Definitely not on ground. { pmove->onground = -1; } else { // Try and move down. tr = NS_PlayerTrace (pmove, pmove->origin, point, PM_NORMAL, -1 ); // // If we hit a steep plane, we are not on ground // if ( tr.plane.normal[2] < 0.7) // pmove->onground = -1; // too steep // else // pmove->onground = tr.ent; // Otherwise, point to index of ent under us. // Change from Mr. Blonde, to fix weird problems when standing on buildings or resource nodes if(tr.ent > 0 && !pmove->physents[tr.ent].model) { pmove->onground = tr.ent; // Standing on a point entity } else if ( tr.plane.normal[2] < 0.7 ) { 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 0.05 // Don't check again too quickly. int PM_CheckStuck (void) { // Can't be stuck when you're a commander, allows commander to fly around outside the world. Do the same for observers/spectators? if(GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { return 0; } vec3_t base; vec3_t offset; vec3_t test; int hitent; int idx; float fTime; int i; pmtrace_t traceresult; // int theEntNumber = 1; // // vec3_t theMins; // VectorCopy(pmove->physents[theEntNumber].mins, theMins); // // vec3_t theMaxs; // VectorCopy(pmove->physents[theEntNumber].maxs, theMaxs); // // //char* theName = pmove->physents[hitent].model // //int theModType = pmove->PM_GetModelType( pmove->physents[hitent].model ); // // int theSolidity = pmove->physents[theEntNumber].solid; // // vec3_t theAngles; // VectorCopy(pmove->physents[theEntNumber].angles, theAngles); // // vec3_t theOrigin; // VectorCopy(pmove->physents[theEntNumber].origin, theOrigin); // // if(pmove->server) // { // pmove->Con_DPrintf("Server: ent: %d, solidity: %d mins(%f, %f, %f), maxs(%f, %f, %f), origin(%f, %f, %f), angles(%f, %f, %f)\n", theEntNumber, theSolidity, theMins[0], theMins[1], theMins[2], theMaxs[0], theMaxs[1], theMaxs[2], theOrigin[0], theOrigin[1], theOrigin[2], theAngles[0], theAngles[1], theAngles[2]); // } // else // { // pmove->Con_DPrintf("Client: ent: %d, solidity: %d mins(%f, %f, %f), maxs(%f, %f, %f), origin(%f, %f, %f), angles(%f, %f, %f)\n", theEntNumber, theSolidity, theMins[0], theMins[1], theMins[2], theMaxs[0], theMaxs[1], theMaxs[2], theOrigin[0], theOrigin[1], theOrigin[2], theAngles[0], theAngles[1], theAngles[2]); // } static float rgStuckCheckTime[MAX_CLIENTS][2]; // Last time we did a full // If position is okay, exit //hitent = pmove->PM_TestPlayerPosition (pmove->origin, &traceresult ); hitent = NS_TestPlayerPosition(pmove, 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) if (NS_TestPlayerPosition(pmove, 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 = NS_TestPlayerPosition (pmove, test, NULL ) ) == -1 ) //if ( ( hitent = pmove->PM_TestPlayerPosition ( test, NULL ) ) == -1 ) { //pmove->Con_DPrintf("Nudged\n"); PM_ResetStuckOffsets( pmove->player_index, pmove->server ); if (i >= 27) 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 = 8.0; float zstep = 18.0; 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 ) if (NS_TestPlayerPosition (pmove, 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 AVH_CLIENT // 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*1.5; // 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 = NS_TestPlayerPosition (pmove, pmove->origin, NULL ); //hitent = pmove->PM_TestPlayerPosition ( pmove->origin, NULL ); if (hitent == -1 ) return; } VectorCopy( test, pmove->origin ); // Failed } void PM_UnDuck( void ) { if(AvHMUGetCanDuck(pmove->iuser3)) { pmtrace_t trace; vec3_t newOrigin; VectorCopy( pmove->origin, newOrigin ); // tankefugl: remove the jump when pressing and releasing duck quickly if ( pmove->onground != -1 && pmove->flags & FL_DUCKING && pmove->bInDuck == false) { int theStandingHull = AvHMUGetHull(false, pmove->iuser3); int theCrouchingHull = AvHMUGetHull(true, pmove->iuser3); newOrigin[2] += ( pmove->player_mins[theCrouchingHull][2] - pmove->player_mins[theStandingHull][2] ); } trace = NS_PlayerTrace(pmove, newOrigin, newOrigin, PM_NORMAL, -1 ); if ( !trace.startsolid ) { //pmove->usehull = 0; pmove->usehull = AvHMUGetHull(false, pmove->iuser3); // Oh, no, changing hulls stuck us into something, try unsticking downward first. trace = NS_PlayerTrace(pmove, newOrigin, newOrigin, PM_NORMAL, -1 ); if ( trace.startsolid ) { // Trace again for onos, but move us up first. Trying to get him unstick by moving down will never work for him. if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER5) { newOrigin[2] += 30; } trace = NS_PlayerTrace(pmove, 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 //pmove->Con_Printf( "unstick got stuck\n" ); //pmove->usehull = 1; pmove->usehull = AvHMUGetHull(true, pmove->iuser3); //pmove->Con_Printf("Using hull: %d\n", pmove->usehull); return; } } //pmove->Con_Printf("Using hull: %d\n", pmove->usehull); pmove->flags &= ~FL_DUCKING; pmove->bInDuck = false; //pmove->view_ofs[2] = VEC_VIEW; float theViewHeight = kStandingViewHeightPercentage*pmove->player_maxs[pmove->usehull][2]; pmove->view_ofs[2] = theViewHeight; pmove->flDuckTime = 0; VectorCopy( newOrigin, pmove->origin ); // Recatagorize position since ducking can change origin PM_CategorizePosition(); } } } void PM_Duck( void ) { if(AvHMUGetCanDuck(pmove->iuser3)) { 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) && (!GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING))) { pmove->cmd.forwardmove *= 0.333; pmove->cmd.sidemove *= 0.333; pmove->cmd.upmove *= 0.333; } 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 = TIME_TO_DUCK; pmove->bInDuck = true; } float duckFraction = 1 - ((float)pmove->flDuckTime / TIME_TO_DUCK); if ( pmove->bInDuck ) { int theStandingHull = AvHMUGetHull(false, pmove->iuser3); int theCrouchingHull = AvHMUGetHull(true, pmove->iuser3); // Finish ducking immediately if duck time is over or not on ground if ( (pmove->flDuckTime == 0) || (pmove->onground == -1 ) ) { pmove->usehull = theCrouchingHull; pmove->view_ofs[2] = kDuckingViewHeightPercentage*pmove->player_maxs[pmove->usehull][2]; pmove->flags |= FL_DUCKING; pmove->bInDuck = false; // HACKHACK - Fudge for collision bug - no time to fix this properly if ( pmove->onground != -1 ) { pmove->origin[2] -= ( pmove->player_mins[theCrouchingHull][2] - pmove->player_mins[theStandingHull][2] ); // See if we are stuck? PM_FixPlayerCrouchStuck( STUCK_MOVEUP ); // Recatagorize position since ducking can change origin PM_CategorizePosition(); } } else { float theDuckingZ = kDuckingViewHeightPercentage*(pmove->player_maxs[theCrouchingHull][2]) +( pmove->player_mins[theStandingHull][2] - pmove->player_mins[theCrouchingHull][2] ); float theStandingZ = kStandingViewHeightPercentage*(pmove->player_maxs[theStandingHull][2]); // Calc parametric time float duckSplineFraction = PM_SplineFraction( duckFraction, 1); pmove->view_ofs[2] = theStandingZ + duckSplineFraction * (theDuckingZ - theStandingZ); } } } else { // Try to unduck PM_UnDuck(); } } } } /* bool NS_PositionFree(float inX, float inY, float inZ) { bool thePositionFree = false; pmtrace_t traceresult; vec3_t thePosition; thePosition[0] = inX; thePosition[1] = inY; thePosition[2] = inZ; int hitent = pmove->PM_TestPlayerPosition(thePosition, &traceresult); if(hitent == -1) { thePositionFree = true; } return thePositionFree; } bool NS_PositionFreeForPlayer(vec3_t& inPosition) { bool thePositionFree = false; // Test center point if(NS_PositionFree(inPosition[0], inPosition[1], inPosition[2])) { // Test 8 corners of hull vec3_t theMinHull; VectorCopy(pmove->player_mins[pmove->usehull], theMinHull); vec3_t theMaxHull; VectorCopy(pmove->player_maxs[pmove->usehull], theMaxHull); // Don't test hull points exactly (not exactly sure if PM_TestPlayerPosition() takes into account hull or not) float theFudgeFactor = .5f; float theMinX = inPosition[0] + theMinHull[0]*theFudgeFactor; float theMinY = inPosition[1] + theMinHull[1]*theFudgeFactor; float theMinZ = inPosition[2] + theMinHull[2]*theFudgeFactor; float theMaxX = inPosition[0] + theMaxHull[0]*theFudgeFactor; float theMaxY = inPosition[1] + theMaxHull[1]*theFudgeFactor; float theMaxZ = inPosition[2] + theMaxHull[2]*theFudgeFactor; if(NS_PositionFree(theMinX, theMinY, theMinZ)) { if(NS_PositionFree(theMinX, theMinY, theMaxZ)) { if(NS_PositionFree(theMinX, theMaxY, theMinZ)) { if(NS_PositionFree(theMinX, theMaxY, theMaxZ)) { if(NS_PositionFree(theMaxX, theMinY, theMinZ)) { if(NS_PositionFree(theMaxX, theMinY, theMaxZ)) { if(NS_PositionFree(theMaxX, theMaxY, theMinZ)) { if(NS_PositionFree(theMaxX, theMaxY, theMaxZ)) { thePositionFree = true; } } } } } } } } } return thePositionFree; } */ // Fade blink bool PM_BlinkMove (void) { if (pmove->fuser4 != 0.0f) return false; float theScalar = 500; float theEnergyCost = 0; AvHMUGetEnergyCost(AVH_WEAPON_BLINK, theEnergyCost); if(AvHMUHasEnoughAlienEnergy(pmove->fuser3, theEnergyCost * 2)) { AvHMUDeductAlienEnergy(pmove->fuser3, theEnergyCost * 2); } else return false; pmove->fuser4 = 2 * (float)BALANCE_VAR(kBlinkROF); SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, true); int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); float theVolumeScalar = 1.0f - theSilenceUpgradeLevel/3.0f; PM_NSPlaySound(CHAN_WEAPON, kBlinkSound, theVolumeScalar, ATTN_NORM, 0, 94 + pmove->RandomLong(0, 0xf)); vec3_t forward, right, up; AngleVectors(pmove->angles, forward, right, up); PM_Jump(); vec3_t theAbilityVelocity; VectorScale(forward, theScalar, theAbilityVelocity); vec3_t theFinalVelocity; VectorAdd(pmove->velocity, theAbilityVelocity, theFinalVelocity); VectorCopy(theFinalVelocity, pmove->velocity); return true; // Uncomment to experience the tankeblink /* float theEnergyCost = (float)BALANCE_VAR(kBlinkEnergyCost) * (float)pmove->frametime; float theBlinkThresholdTime = (float)BALANCE_VAR(kBlinkThresholdTime); if (AvHMUHasEnoughAlienEnergy(pmove->fuser3, theEnergyCost) && (pmove->fuser4 >= 0.0f)) { AvHMUDeductAlienEnergy(pmove->fuser3, theEnergyCost); if (pmove->fuser4 == 0.0f) { int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); float theVolumeScalar = 1.0f - theSilenceUpgradeLevel/3.0f; PM_NSPlaySound( CHAN_WEAPON, "player/metabolize_fire.wav", theVolumeScalar, ATTN_NORM, 0, PITCH_NORM ); } pmove->fuser4 += (float)pmove->frametime; pmove->fuser4 = max(0, min(pmove->fuser4, theBlinkThresholdTime)); } else return false; if (pmove->fuser4 >= theBlinkThresholdTime) { SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, true); vec3_t wishvel, dest; pmtrace_t trace; float fmove, smove; // Copy movement amounts fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; VectorNormalize(pmove->forward); VectorScale(pmove->forward, 800, wishvel); VectorMA(pmove->origin, pmove->frametime, wishvel, dest); // first try moving directly to the next spot 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); } else { // if we can't move, adjust velocity to slite along the plane we collided with // and retry int attempts = 0; // in case we continue to collide vs. the old planes while (true) { PM_ClipVelocity(wishvel, trace.plane.normal, wishvel, 1.0); VectorMA(pmove->origin, pmove->frametime, wishvel, dest); trace = pmove->PM_PlayerTrace(pmove->origin, dest, PM_NORMAL, -1 ); if (trace.fraction == 1) { VectorCopy(trace.endpos, pmove->origin); break; } if (attempts++ > 5) { break; } } } VectorClear(pmove->velocity); } else { SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, false); } */ } // Skulk leap bool PM_LeapMove() { if (pmove->fuser4 != 0.0f) return false; float theScalar = 500; float theEnergyCost = 0; AvHMUGetEnergyCost(AVH_ABILITY_LEAP, theEnergyCost); if(AvHMUHasEnoughAlienEnergy(pmove->fuser3, theEnergyCost)) { AvHMUDeductAlienEnergy(pmove->fuser3, theEnergyCost); } else return false; pmove->fuser4 = (float)BALANCE_VAR(kLeapROF); SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, true); int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); float theVolumeScalar = 1.0f - theSilenceUpgradeLevel/3.0f; PM_NSPlaySound(CHAN_WEAPON, kLeapSound, theVolumeScalar, ATTN_NORM, 0, 94 + pmove->RandomLong(0, 0xf)); vec3_t forward, right, up; AngleVectors(pmove->angles, forward, right, up); //gCanJump[pmove->player_index] = true; PM_Jump(); //gCanJump[pmove->player_index] = false; vec3_t theAbilityVelocity; VectorScale(forward, theScalar, theAbilityVelocity); vec3_t theFinalVelocity; VectorAdd(pmove->velocity, theAbilityVelocity, theFinalVelocity); VectorCopy(theFinalVelocity, pmove->velocity); return true; } bool PM_FlapMove() { if (pmove->iuser3 != AVH_USER3_ALIEN_PLAYER3) return false; // if (pmove->fuser4 != 0.0f) // return false; if(PM_CanFlap()) { // Set to define delay between flaps in seconds // pmove->fuser4 = 0.1f; AvHMUDeductAlienEnergy(pmove->fuser3, kAlienEnergyFlap); // Added by mmcguire. // Move the lerk in the direction has is facing. vec3_t theFlapVelocity; float theThrust; float theLift; if (pmove->cmd.forwardmove != 0) { if (pmove->cmd.forwardmove > 0) { theThrust = pmove->cmd.forwardmove * kWingThrustForwardScalar; theLift = 200 * (pmove->forward[2] + 0.5) / 1.5; if (theLift < 0) { theLift = 0; } } else { // tankefugl: 0000522 reverse lerk flight // Uncomment to enable backwards flight //theThrust = pmove->cmd.forwardmove * kWingThrustForwardScalar; //kWingThrustBackwardScalar; //theLift = 200 * (pmove->forward[2] + 0.5) / 1.5; //if (theLift < 0) //{ // theLift = 0; //} theThrust = -pmove->cmd.forwardmove * kWingThrustBackwardScalar; theLift = 200; // :tankefugl } } else { theLift = 300; theThrust = 0; } VectorScale(pmove->forward, theThrust, theFlapVelocity); theFlapVelocity[2] += theLift; vec3_t theNewVelocity; VectorAdd(pmove->velocity, theFlapVelocity, theNewVelocity); VectorCopy(theNewVelocity, pmove->velocity); if(pmove->runfuncs) { // Pick a random sound to play int theSoundIndex = pmove->RandomLong(0, 2); char* theSoundToPlay = NULL; switch(theSoundIndex) { case 0: theSoundToPlay = kWingFlapSound1; break; case 1: theSoundToPlay = kWingFlapSound2; break; case 2: theSoundToPlay = kWingFlapSound3; break; } // If alien has silencio upgrade, mute footstep volume int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); const float theBaseVolume = .5f; float theVolumeScalar = theBaseVolume - (theSilenceUpgradeLevel/(float)3)*theBaseVolume; theVolumeScalar = min(max(theVolumeScalar, 0.0f), 1.0f); PM_NSPlaySound(CHAN_BODY, theSoundToPlay, theVolumeScalar, ATTN_NORM, 0, PITCH_NORM); } pmove->oldbuttons |= IN_JUMP; // don't jump again until released return true; // in air, so no; effect } else { // Added by mmcguire. Lerk gliding. if (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3 && pmove->onground == -1) { // Compute the velocity not in the direction we're facing. float theGlideAmount = min(0.2f, PM_GetHorizontalSpeed() / 1000); float speed = Length(pmove->velocity); float projectedSpeed = DotProduct(pmove->velocity, pmove->forward); // tankefugl: 0000522 reverse lerk flight //if (projectedSpeed < 0) // speed *= -1; // :tankefugl vec3_t forwardVelocity; VectorScale(pmove->forward, speed, forwardVelocity); vec3_t glideVelocity; VectorSubtract(pmove->velocity, forwardVelocity, glideVelocity); VectorScale(glideVelocity, theGlideAmount, glideVelocity); VectorSubtract(pmove->velocity, glideVelocity, pmove->velocity); } } return true; } // Onos charge bool PM_ChargeMove() { // TODO: Play event for charge! float theEnergyCost = (float)BALANCE_VAR(kChargeEnergyCost) * (float)pmove->frametime; float theChargeThresholdTime = (float)BALANCE_VAR(kChargeThresholdTime); float theChargeSpeed = (float)BALANCE_VAR(kChargeSpeed); if (AvHMUHasEnoughAlienEnergy(pmove->fuser3, theEnergyCost) && (pmove->fuser4 >= 0.0f)) { AvHMUDeductAlienEnergy(pmove->fuser3, theEnergyCost); if (pmove->fuser4 == 0.0f) { int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); float theVolumeScalar = 1.0f - theSilenceUpgradeLevel/3.0f; PM_NSPlaySound( CHAN_WEAPON, "weapons/charge2.wav", theVolumeScalar, ATTN_NORM, 0, PITCH_NORM ); pmove->fuser4 = 0.3f; } pmove->fuser4 += (float)pmove->frametime; pmove->fuser4 = max(0, min(pmove->fuser4, theChargeThresholdTime)); } else return false; SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, true); if (pmove->onground != -1) { vec3_t forward; vec3_t sideways; float length = pmove->maxspeed * (1.0f + (float)BALANCE_VAR(kChargeSpeed) * pmove->fuser4 / theChargeThresholdTime); VectorCopy(pmove->forward, forward); VectorScale(forward, -1 * DotProduct(forward, pmove->velocity), forward); VectorAdd(pmove->velocity, forward, sideways); //VectorScale(sideways, 1.5f, sideways); VectorCopy(pmove->forward, forward); forward[2] = 0.0f; VectorNormalize(forward); VectorScale(forward, length, forward); VectorAdd(forward, sideways, pmove->velocity); //VectorCopy(forward, pmove->velocity); // pmove->velocity[2] = 0.0f; float velocity = Length(pmove->velocity); float maxvel = (pmove->maxspeed * (1.0f + theChargeSpeed)); if (velocity > maxvel) VectorScale(pmove->velocity, maxvel / velocity, pmove->velocity); } return true; } void PM_AlienAbilities() { // Give some energy back if we're an alien and not evolving string theExt; float theTimePassed = (float)pmove->frametime; if(NS_GetIsPlayerAlien(theExt)) { AvHMUUpdateAlienEnergy(theTimePassed, pmove->iuser3, pmove->iuser4, pmove->fuser3); // Stop charging when we're out of energy if(GetHasUpgrade(pmove->iuser4, MASK_ALIEN_MOVEMENT)) { if(pmove->fuser3 <= 0.0f) { SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, false); } } } // Movement abilities bool canmove = true; #ifdef AVH_SERVER //canmove = gCanMove[pmove->player_index]; #else //canmove = gCanMove; #endif bool success = false; if ((pmove->cmd.buttons & IN_ATTACK2) && (AvHGetIsAlien(pmove->iuser3))) { switch (pmove->iuser3) { case AVH_USER3_ALIEN_PLAYER1: success = canmove && PM_LeapMove(); break; case AVH_USER3_ALIEN_PLAYER3: pmove->cmd.buttons |= IN_JUMP; success = PM_FlapMove(); break; case AVH_USER3_ALIEN_PLAYER4: success = canmove && PM_BlinkMove(); break; case AVH_USER3_ALIEN_PLAYER5: success = canmove && PM_ChargeMove(); break; default: { break; } } } else if (PM_GetIsBlinking()) success = PM_BlinkMove(); else if (PM_GetIsLeaping()) success = PM_LeapMove(); if (!success) { SetUpgradeMask(&pmove->iuser4, MASK_ALIEN_MOVEMENT, false); if (pmove->fuser4 >= 0.0f) pmove->fuser4 *= -1.0f; pmove->fuser4 += theTimePassed; pmove->fuser4 = min(pmove->fuser4, 0.0f); } return; //#endif if (PM_GetIsLeaping() || PM_GetIsBlinking()) { float theScalar = 500; float theEnergyCost = 0; if (PM_GetIsBlinking()) { theScalar = 225; AvHMUGetEnergyCost(AVH_WEAPON_BLINK, theEnergyCost); } else { AvHMUGetEnergyCost(AVH_ABILITY_LEAP, theEnergyCost); // tankefugl: 0000972 // Add highjacked "watertime" to release leaping skulk from wall // pmove->waterjumptime = 75; // :tankefugl } if(AvHMUHasEnoughAlienEnergy(pmove->fuser3, theEnergyCost)) { AvHMUDeductAlienEnergy(pmove->fuser3, theEnergyCost); } else { //voogru: I'd like to kill them or do something evil here (since this can only happen if they try the exploit), but nah. return; } vec3_t forward, right, up; AngleVectors(pmove->angles, forward, right, up); PM_Jump(); vec3_t theAbilityVelocity; //VectorScale(pmove->forward, theScalar, theAbilityVelocity); VectorScale(forward, theScalar, theAbilityVelocity); vec3_t theFinalVelocity; VectorAdd(pmove->velocity, theAbilityVelocity, theFinalVelocity); VectorCopy(theFinalVelocity, pmove->velocity); //pmove->oldbuttons |= IN_JUMP; // don't jump again until released // if(pmove->runfuncs) // { // PM_NSPlaySound(CHAN_WEAPON, kLeapSound, 1.0f, ATTN_NORM, 0, 94 + pmove->RandomLong(0, 0xf)); // } //pmove->velocity[2] += 300; //} } } 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 != 1.0 ) { float forward = 0, right = 0; vec3_t vpn, v_right; AngleVectors( pmove->angles, vpn, v_right, NULL ); if ( pmove->cmd.buttons & IN_BACK ) forward -= MAX_CLIMB_SPEED; if ( pmove->cmd.buttons & IN_FORWARD ) forward += MAX_CLIMB_SPEED; if ( pmove->cmd.buttons & IN_MOVELEFT ) right -= MAX_CLIMB_SPEED; if ( pmove->cmd.buttons & IN_MOVERIGHT ) right += MAX_CLIMB_SPEED; if ( PM_GetIsBlinking() ) { pmove->movetype = MOVETYPE_WALK; VectorScale( trace.plane.normal, 270, pmove->velocity ); } else 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) { // tankefugl: 0000972 if (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1) return; // :tankefugl 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 = 1.0; // 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 = NS_PlayerTrace (pmove, pmove->origin, end, PM_NORMAL, -1 ); VectorCopy (trace.endpos, pmove->origin); // So we can run impact function afterwards. if (trace.fraction < 1.0 && !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 = 2.0 - pmove->friction; else if (pmove->movetype == MOVETYPE_BOUNCEMISSILE) backoff = 2.0; else backoff = 1; PM_ClipVelocity (pmove->velocity, trace.plane.normal, pmove->velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { 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, (1.0 - trace.fraction) * pmove->frametime * 0.9, 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 ); } void PM_PlaybackEvent(int inEventID) { int theFlags = 0; //#if defined( AVH_SERVER ) theFlags = FEV_NOTHOST; //#endif vec3_t theZeroVector; theZeroVector[0] = theZeroVector[1] = theZeroVector[2] = 0.0f; // Lame way to get the local player index that playback event full needs...there must be another way? //vec3_t theTraceEnd; //VectorMA(pmove->origin, 100, pmove->forward, theTraceEnd); //pmtrace_t theTrace = pmove->PM_PlayerTrace(pmove->origin, theTraceEnd, PM_TRACELINE_PHYSENTSONLY, -1); //theTrace = pmove->PM_TraceLine(pmove->origin, theTraceEnd, PM_TRACELINE_PHYSENTSONLY, 2, -1); int thisPredictedPlayer = pmove->player_index;/*theTrace.ent;*/ pmove->PM_PlaybackEventFull(theFlags, thisPredictedPlayer, inEventID, 0, (float *)theZeroVector, (float *)theZeroVector, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); } int PM_GetCelerityLevel() { int theSpeedUpgradeLevel =0; if(GetHasUpgrade(pmove->iuser4, MASK_UPGRADE_4)) { theSpeedUpgradeLevel = 1; if(GetHasUpgrade(pmove->iuser4, MASK_UPGRADE_12)) { theSpeedUpgradeLevel = 2; } else if(GetHasUpgrade(pmove->iuser4, MASK_UPGRADE_13)) { theSpeedUpgradeLevel = 3; } } return theSpeedUpgradeLevel; } #define LERK_DIVE_FACTOR -1.3f // Comment: Respect to the valve function name below // Prevent lerks from having extreme vertical velocities void PM_PreventMegaCrazyLerkPancakage() { // Current player speed float spd; // If we have to crop, apply this cropping fraction to velocity float fraction; float maxbasespeed=BALANCE_VAR(kLerkBaseSpeedMax) + BALANCE_VAR(kAlienCelerityBonus) * PM_GetCelerityLevel(); vec3_t vertical={0,0,-1.0f}; vec3_t forward; vec3_t tmp; spd = Length( pmove->velocity ); // pseudo-gravity based on angle of ascent. AngleVectors(pmove->angles, forward, tmp, tmp); float dp=DotProduct(forward, vertical)/10.0f; if ( dp > -0.025 && dp < 0.025 ) dp=0.0; maxbasespeed *= 1.0f + dp; if ( spd <= maxbasespeed ) return; // Returns the modifier for the velocity fraction = maxbasespeed/spd; VectorScale( pmove->velocity, fraction, pmove->velocity ); //Crop it down!. //int theAdjustment=PM_GetCelerityLevel() * BALANCE_VAR(kAlienCelerityBonus); //float theAscendMax=BALANCE_VAR(kLerkBaseAscendSpeedMax) + (float)theAdjustment; //float theDescendMax=theAscendMax*LERK_DIVE_FACTOR; //if ( pmove->velocity[2] > theAscendMax ) { // pmove->velocity[2]=theAscendMax; //} // cap diving too //else if ( pmove->velocity[2] < theDescendMax ) { // pmove->velocity[2]=theDescendMax; //} } // Only allow bunny jumping up to 1.1x 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(bool inAir) { // 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; if(inAir) { // prevent pancaking if ( pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3 ) { PM_PreventMegaCrazyLerkPancakage(); return; } // Allow flyers, leapers, and JPers to go faster in the air, but still capped maxscaledspeed = BALANCE_VAR(kAirspeedMultiplier)*pmove->maxspeed; } // Don't divide by zero if ( maxscaledspeed <= 0.0f ) return; vec3_t theVelVector; VectorCopy(pmove->velocity, theVelVector); if(inAir) { theVelVector[2] = 0.0f; } spd = Length( theVelVector ); if ( spd <= maxscaledspeed ) return; // Returns the modifier for the velocity fraction = maxscaledspeed/spd; float theCurrentSpeed = Length(pmove->velocity); VectorScale( pmove->velocity, fraction, pmove->velocity ); //Crop it down!. //#ifdef AVH_CLIENT // if(pmove->runfuncs) // { // pmove->Con_Printf("Preventing speed exploits (max speed: %f, current speed: %f, adjusted speed: %f\n", pmove->maxspeed, theCurrentSpeed, Length(pmove->velocity)); // } //#endif // Trigger footstep immediately to prevent silent bunny-hopping //pmove->flTimeStepSound = 0.0f; } /* ============= PM_Jump ============= */ void PM_Jump (void) { int i; qboolean tfc = false; qboolean cansuperjump = false; if (pmove->dead || GetHasUpgrade(pmove->iuser4, MASK_ENSNARED)) { 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. // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl // 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 ) { // If alien has silencio upgrade, mute footstep volume int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); float theVolumeScalar = 1.0f - theSilenceUpgradeLevel/3.0f; // Don't play sound again for 1 second pmove->flSwimTime = 1000; switch ( pmove->RandomLong( 0, 3 ) ) { case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_wade1.wav", theVolumeScalar, ATTN_NORM, 0, PITCH_NORM ); break; case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_wade2.wav", theVolumeScalar, ATTN_NORM, 0, PITCH_NORM ); break; case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_wade3.wav", theVolumeScalar, ATTN_NORM, 0, PITCH_NORM ); break; case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_wade4.wav", theVolumeScalar, ATTN_NORM, 0, PITCH_NORM ); break; } } return; } // For wall jumping, remove bit above and replace with this (from coding forums) // Lerk flight movement PM_FlapMove(); // tankefugl: 0000972 walljump if (canWallJump && (GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && (pmove->cmd.buttons & IN_JUMP) && !(pmove->oldbuttons & IN_JUMP) /*&& (gSurfaceNormal[2] < 0.7)*/)) { vec3_t theDirectionVec; //VectorCopy(pmove->velocity, theDirectionVec); //VectorAdd(pmove->basevelocity, pmove->forward, theDirectionVec); //if (Length(theDirectionVec) == 0.0f) VectorCopy(pmove->forward, theDirectionVec); VectorNormalize(theDirectionVec); vec3_t novar; if (!NS_CheckOffsetFromOrigin(theDirectionVec[0] * 5, theDirectionVec[1] * 5, theDirectionVec[2] * 5, novar)) { VectorCopy(pmove->forward, theDirectionVec); VectorNormalize(theDirectionVec); VectorScale(theDirectionVec, pmove->maxspeed + 50, pmove->velocity); pmove->velocity[2] += 100; vec3_t theJumpVect; VectorScale(gSurfaceNormal, 25, theJumpVect); VectorAdd(theJumpVect, pmove->velocity, pmove->velocity); PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), 0.35 ); pmove->waterjumptime = 100; } } // :tankefugl // 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 } // string theAlienExtension; // bool theIsAlien = NS_GetIsPlayerAlien(theAlienExtension); // if ( pmove->oldbuttons & IN_JUMP && (pmove->velocity[0] == 0 || !theIsAlien || pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3) ) //return; // don't pogo stick if ( pmove->oldbuttons & IN_JUMP ) return; // don't pogo stick // In the air now. pmove->onground = -1; PM_PreventMegaBunnyJumping(false); if ( tfc ) { PM_NSPlaySound( CHAN_BODY, "player/plyrjmp8.wav", 0.5, ATTN_NORM, 0, PITCH_NORM ); } else { PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), 1.0 ); } // 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 * 1.6; } pmove->velocity[2] = sqrt(2 * 800 * 56.0); } else { pmove->velocity[2] = sqrt(2 * 800 * 45.0); } } else { pmove->velocity[2] = sqrt(2 * 800 * 45.0); } // 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 != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) ) 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 = NS_PlayerTrace(pmove, vecStart, vecEnd, PM_NORMAL, -1 ); if ( tr.fraction < 1.0 && 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 = NS_PlayerTrace(pmove, vecStart, vecEnd, PM_NORMAL, -1 ); if ( tr.fraction == 1.0 ) { 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(!GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) { if ((pmove->onground != -1) && !pmove->dead) { // Slow marines down on landing after a jump const int theFallPenaltyThreshold = pmove->maxspeed;//BALANCE_VAR(kUnencumberedPlayerSpeed); if(pmove->flFallVelocity > theFallPenaltyThreshold) { if(pmove->iuser3 == AVH_USER3_MARINE_PLAYER) { VectorScale(pmove->velocity, .3f, pmove->velocity); if(pmove->runfuncs) { //#ifdef AVH_CLIENT //pmove->Con_Printf("Player landed.\n"); //#endif } } } // Play landing sound if we landed hard enough if(pmove->flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD) { float fvol = 0.5; char theFallPainSound[64]; int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); float theVolumeScalar = 1.0f - theSilenceUpgradeLevel/3.0f; float theFallPainVolume = 1.0f*theVolumeScalar; string theAlienExtension; bool theIsAlien = NS_GetIsPlayerAlien(theAlienExtension); if(theIsAlien || pmove->iuser3 == AVH_USER3_ALIEN_EMBRYO ) { sprintf(theFallPainSound, kFallPainSoundFormat, pmove->iuser3); } else { if ( GetHasUpgrade(pmove->iuser4, MASK_UPGRADE_13) ) { sprintf(theFallPainSound, kFallPainSoundFormat, 2); } else { sprintf(theFallPainSound, kFallPainSoundFormat, 1); } } 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: //PM_NSPlaySound( CHAN_VOICE, "player/pl_fallpain2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); //break; //case 1: PM_NSPlaySound( CHAN_VOICE, theFallPainSound, theFallPainVolume, ATTN_NORM, 0, PITCH_NORM ); // break; //} fvol = 1.0; } 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 ) { PM_NSPlaySound( CHAN_VOICE, theFallPainSound, theFallPainVolume, ATTN_NORM, 0, PITCH_NORM ); } fvol = 0.85; } else if ( pmove->flFallVelocity < PLAYER_MIN_BOUNCE_SPEED ) { fvol = 0; } if ( fvol > 0.0 ) { // 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 * 0.013; // 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 ) ) { int theSilenceUpgradeLevel = AvHGetAlienUpgradeLevel(pmove->iuser4, MASK_UPGRADE_6); float theVolume = 1.0f - theSilenceUpgradeLevel/3.0f; switch ( pmove->RandomLong(0,3) ) { case 0: PM_NSPlaySound( CHAN_BODY, "player/pl_wade1.wav", theVolume, ATTN_NORM, 0, PITCH_NORM ); break; case 1: PM_NSPlaySound( CHAN_BODY, "player/pl_wade2.wav", theVolume, ATTN_NORM, 0, PITCH_NORM ); break; case 2: PM_NSPlaySound( CHAN_BODY, "player/pl_wade3.wav", theVolume, ATTN_NORM, 0, PITCH_NORM ); break; case 3: PM_NSPlaySound( CHAN_BODY, "player/pl_wade4.wav", theVolume, 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 -= (10.0 + len * 0.5) * pmove->frametime; len = max( len, 0.0 ); 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 != 0.0 ) { pmove->maxspeed = min( maxspeed, pmove->maxspeed ); } if ( ( spd != 0.0 ) && ( spd > pmove->maxspeed ) ) { float fRatio = pmove->maxspeed / spd; pmove->cmd.forwardmove *= fRatio; pmove->cmd.sidemove *= fRatio; pmove->cmd.upmove *= fRatio; } bool theIsImmobilized = GetHasUpgrade(pmove->iuser4, MASK_PLAYER_STUNNED) || GetHasUpgrade(pmove->iuser4, MASK_ALIEN_EMBRYO); if ( pmove->flags & FL_FROZEN || pmove->flags & FL_ONTRAIN || theIsImmobilized || pmove->dead ) { pmove->cmd.forwardmove = 0; pmove->cmd.sidemove = 0; pmove->cmd.upmove = 0; pmove->cmd.viewangles[0] = 0; pmove->cmd.viewangles[1] = 0; pmove->cmd.viewangles[2] = 0; pmove->cmd.buttons = 0; } PM_DropPunchAngle( pmove->punchangle ); // Take angles from command. if(!theIsImmobilized) { 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 ); } } 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; } // Set default stepsize pmove->movevars->stepsize = NS_GetStepsize(pmove->iuser3); } 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; } } } qboolean PM_CanFlap() { qboolean theCanFlap = false; if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3) { if((pmove->onground == -1) && !(pmove->oldbuttons & IN_JUMP)) { if(AvHMUHasEnoughAlienEnergy(pmove->fuser3, kAlienEnergyFlap)) { // Can't hold the button down theCanFlap = true; } } } return theCanFlap; } qboolean PM_CanGlide() { if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3) { if((pmove->onground == -1)) { return true; } } return false; } qboolean PM_CanWalljump() { vec3_t front; pmtrace_t trace; qboolean theCanWalljump = false; if(pmove->iuser3 == AVH_USER3_ALIEN_PLAYER4) { front[0] = pmove->origin[0] + pmove->player_maxs[pmove->usehull][0] + 2; front[1] = pmove->origin[1] + pmove->player_maxs[pmove->usehull][1] + 2; front[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2] + 1; trace = NS_PlayerTrace (pmove, pmove->origin, front, PM_WORLD_ONLY, -1 ); if ( (trace.fraction < 1 )) { theCanWalljump = true; } } return theCanWalljump; } void PM_Overwatch() { #ifdef AVH_CLIENT gOverwatchTargetRange = -1; #endif // If overwatch is on and we have a target // if(GetHasUpgrade(pmove->iuser4, MASK_MARINE_OVERWATCH)) // { // // Get target // int thePhysIndex = (int)pmove->fuser1; // if(thePhysIndex != -1) // { // physent_t* theTarget = NULL;//AvHSUGetEntity(thePhysIndex); // // //= &(pmove->physents[ thePhysIndex ]); // //physent_t* theTarget = gEngfuncs.pEventAPI->EV_GetPhysent(thePhysIndex); // // if(theTarget) // { // // TODO: Take gun offset into account with vecMid? // vec3_t vecMid; // vec3_t vecMidEnemy; // vec3_t vecDirToEnemy; // vec3_t vec; // // VectorAdd(pmove->origin, pmove->view_ofs, vecMid); // // VectorCopy(theTarget->origin, vecMidEnemy);//theTarget->BodyTarget( vecMid ); // // // Right now just point at enemy // //UTIL_MakeVectors() // VectorSubtract(vecMidEnemy, vecMid, vecDirToEnemy); // // = UTIL_VecToAngles(vecDirToEnemy); // VectorAngles(vecDirToEnemy, vec); // // //vec.x = -vec.x; // vec[0] = -vec[0]; // // // if (vec.y > 360) // // vec.y -= 360; // // // // if (vec.y < 0) // // vec.y += 360; // // // // Set new view angles, set iHasNewViewAngles so it isn't reset on us // VectorCopy(vec, pmove->angles); // // #ifdef AVH_CLIENT // VectorCopy(pmove->angles, gTopDownViewAngles); // iHasNewViewAngles = true; // #endif // // AngleVectors (pmove->angles, pmove->forward, pmove->right, pmove->up); // //VectorCopy(vec, this->pev->v_angle); // // // Save target range // #ifdef AVH_CLIENT // gOverwatchTargetRange = Length(vecDirToEnemy); // #endif // pmove->fuser2 = Length(vecDirToEnemy)/100.0f; // } // } // } } bool PM_TopDown() { bool theInTopDownMode = false; if(GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { // Reset this, it seems to be getting set by the engine //pmove->movetype = MOVETYPE_FLY; pmove->forward[0] = pmove->forward[1] = 0; pmove->forward[2] = -1; pmove->right[0] = 1; pmove->right[1] = pmove->right[2] = 0; pmove->up[0] = pmove->up[2] = 0; pmove->up[1] = 1; theInTopDownMode = true; const AvHMapExtents& theMapExtents = GetMapExtents(); float theMinX = theMapExtents.GetMinMapX(); float theMinY = theMapExtents.GetMinMapY(); float theMaxX = theMapExtents.GetMaxMapX(); float theMaxY = theMapExtents.GetMaxMapY(); float theMaxZ = theMapExtents.GetMaxViewHeight(); float theMinZ = theMapExtents.GetMinViewHeight(); // Modify the max to make sure commander stays inside the world vec3_t theStartPos; VectorCopy(pmove->origin, theStartPos); theStartPos[2] = theMaxZ; vec3_t theNewStartPos; vec3_t theEndPos; VectorCopy(pmove->origin, theEndPos); theEndPos[2] = theMinZ; float theMaxCommanderHeight = theMaxZ; AvHSHUGetFirstNonSolidPoint((float*)theStartPos, (float*)theEndPos, (float*)theNewStartPos); //theMaxZ = min(theMaxZ, theNewStartPos[2]); // #ifdef AVH_CLIENT // extern DebugPointListType gSquareDebugLocations; // DebugPoint theDebugPoint(theNewStartPos[0], theNewStartPos[1], theMaxZ - theNewStartPos[2]); // gSquareDebugLocations.push_back(theDebugPoint); // #endif float speed, drop, friction, control, newspeed; float currentspeed, addspeed, accelspeed; int i; vec3_t wishvel; vec3_t theAngles; float fmove = 0.0f; float smove = 0.0f; float umove = 0.0f; vec3_t wishdir; float wishspeed; // Don't scroll when COMMANDER_MOUSECOORD set, it's indicating a world position, not a move //if(pmove->cmd.impulse != COMMANDER_MOUSECOORD) //{ // #ifdef AVH_CLIENT // if ( pmove->runfuncs ) // { // // Set spectator flag // iIsSpectator = SPEC_IS_SPECTATOR; // } // #endif // Move around in normal spectator method // friction speed = Length (pmove->velocity); if (speed < 1) { VectorCopy (vec3_origin, pmove->velocity) } else { drop = 0; friction = pmove->movevars->friction*5.0; // extra friction //friction = pmove->movevars->friction*.9f; 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); } // If player moved mouse wheel, move camera up and down if we didn't just move over a view entity qboolean theFoundEntity = false; //float theDesiredHeight = PM_GetDesiredTopDownCameraHeight(theFoundEntity); // gHeightLevel += (pmove->cmd.forwardmove/300.0f); // float theDesiredHeight = theMaxViewHeight + gHeightLevel; // // // Note: To have a nice smooth zoom-up effect, comment out this next line, but you'll have to // // fix the bouncing from the drop/control/friction code above. That's where the problem is. // // You'll also have to add an initial upwards velocity in AvHPlayer::StartTopDown() // pmove->origin[2] = theDesiredHeight; // // const float kSwoopingTolerance = 1.0f; // float theDiff = theDesiredHeight - pmove->origin[2]; // float theFabsDiff = fabs(theDiff); // // if(theFabsDiff > kSwoopingTolerance) // { // // When we get near, don't use sudden moves, move slowly // float theAmount = min(theFabsDiff*10, 1000); // // //fmove = theDiff;//pmove->cmd.forwardmove; // if(theDiff > 0) // fmove = -theAmount; // else // fmove = theAmount; // } // else // { // fmove = 0.0f; // } // accelerate fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; umove = pmove->cmd.upmove; float theMoveTotal = fabs(fmove) + fabs(smove) + fabs(umove); if(theMoveTotal > 5.0f) { // VectorNormalize (pmove->forward); // VectorNormalize (pmove->right); // VectorNormalize (pmove->up); // // for (i=0 ; i<3 ; i++) // { // wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove + pmove->up[i]*umove; // } // //wishvel[2] += pmove->cmd.upmove; // PM_GetWishVelocity(wishvel); VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // if (wishspeed > pmove->movevars->maxspeed) { VectorScale (wishvel, pmove->movevars->maxspeed/wishspeed, wishvel); wishspeed = pmove->movevars->maxspeed; } currentspeed = DotProduct(pmove->velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed > 0) { 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 { wishvel[0] = wishvel[1] = wishvel[2] = 0.0f; wishdir[0] = wishdir[1] = wishdir[2] = 0.0f; pmove->velocity[2] = 0.0f; } //} // Set view down theAngles[0] = kTopDownYaw; theAngles[1] = kTopDownPitch; theAngles[2] = kTopDownRoll; // Set angles facing down so observer knows which way to point VectorCopy(theAngles, pmove->angles); // Set origin //pmove->origin[2] = 1080; //pmove->origin[2] = PM_GetDesiredTopDownCameraHeight(); #ifdef AVH_CLIENT if ( pmove->runfuncs ) { VectorCopy(theAngles, gTopDownViewAngles); //iHasNewViewAngles = true; // Set view origin to our real origin but at our highest map extents. This is needed to the commander's origin is actually inside the world so // he receives nearby events, but so he looks like he's outside the world. Changing this? Make sure AvHPlayer::GetVisualOrigin() is updated also. VectorCopy(pmove->origin, gTopDownViewOrigin); gTopDownViewOrigin[2] = theMaxCommanderHeight; //iHasNewViewOrigin = true; } #endif AngleVectors (pmove->angles, pmove->forward, pmove->right, pmove->up); // Are we zooming to an area? if(pmove->cmd.impulse == COMMANDER_MOVETO) { pmove->origin[0] = pmove->cmd.upmove*kWorldPosNetworkConstant; pmove->origin[1] = pmove->cmd.sidemove*kWorldPosNetworkConstant; VectorCopy(vec3_origin, pmove->velocity) } // Clip position to map extents float theCurrentX = pmove->origin[0]; float theCurrentY = pmove->origin[1]; //float theCurrentZ = pmove->origin[2]; pmove->origin[0] = min(max(theMinX, theCurrentX), theMaxX); pmove->origin[1] = min(max(theMinY, theCurrentY), theMaxY); pmove->origin[2] = min(max(theMinZ, theNewStartPos[2]), theMaxZ); if(pmove->runfuncs) { // Update view offset #ifdef AVH_CLIENT // Save our top down height so we can offset camera in view.cpp // Changing this? Make sure AvHPlayer::GetVisualOrigin() is updated also. //gTopDownHeight = theMaxCommanderHeight; #endif pmove->view_ofs[2] = theMaxCommanderHeight - pmove->origin[2]; //pmove->Con_Printf("PMTopDown(): up: %f, side: %f, forward: %f, impulse: %d, velocity: %f\n", pmove->cmd.upmove, pmove->cmd.sidemove, pmove->cmd.forwardmove, pmove->cmd.impulse, Length(pmove->velocity)); } } // Reset view // else if(pmove->iuser3 == AVH_USER3_VIEW_SPECIAL_LEAVE_COMMANDER) // { // vec3_t theAngles; // // // Set view down // theAngles[0] = 0; // theAngles[1] = 0; // theAngles[2] = 0; // // // Set angles facing down so observer knows which way to point // VectorCopy(theAngles, pmove->angles); // // #ifdef AVH_CLIENT // if ( pmove->runfuncs ) // { // VectorCopy(theAngles, gTopDownViewAngles); // iHasNewViewAngles = true; // } // #endif // // AngleVectors (pmove->angles, pmove->forward, pmove->right, pmove->up); // // #ifdef AVH_CLIENT // if ( pmove->runfuncs ) // { // iHasNewViewAngles = true; // pmove->iuser3 = 0; // } // #endif // // #ifdef AVH_SERVER // pmove->iuser3 = 0; // #endif // } return theInTopDownMode; } void PM_Jetpack() { bool theHasJetpackUpgrade = GetHasUpgrade(pmove->iuser4, MASK_UPGRADE_7) && (pmove->iuser3 == AVH_USER3_MARINE_PLAYER); // puzl: 243 Don't allow the player to use jetpack if being devoured bool theIsDevoured = GetHasUpgrade(pmove->iuser4, MASK_DIGESTING); // Turn off jetpack by default gIsJetpacking[pmove->player_index] = false; if(!pmove->dead && theHasJetpackUpgrade && !theIsDevoured) { bool theJumpHeldDown = (pmove->cmd.buttons & IN_JUMP); bool theHasEnoughEnergy = (pmove->fuser3 > (kJetpackMinimumEnergyToJetpack*kNormalizationNetworkFactor)); float theTimePassed = pmove->frametime; // If jump is held down and we have a jetpack, apply upwards force! - added check for digestion - elven if(theJumpHeldDown && theHasEnoughEnergy && !GetHasUpgrade(pmove->iuser4, MASK_ENSNARED) && !GetHasUpgrade(pmove->iuser4, MASK_PLAYER_STUNNED) && !GetHasUpgrade(pmove->iuser4, MASK_DIGESTING)) { gIsJetpacking[pmove->player_index] = true; // Apply upwards force to player //pmove->velocity[2] += kJetpackForce; vec3_t theWishVelocity; PM_GetWishVelocity(theWishVelocity); const float kBaseScalar = .6f; int theMinMarineSpeed = BALANCE_VAR(kBasePlayerSpeed); if(theMinMarineSpeed == 0) { theMinMarineSpeed = 150; } int theMaxMarineSpeed = BALANCE_VAR(kUnencumberedPlayerSpeed); if(theMaxMarineSpeed == 0) { theMaxMarineSpeed = 220; } float theWeightScalar = kBaseScalar + (1.0f - kBaseScalar)*((pmove->clientmaxspeed - theMinMarineSpeed)/(theMaxMarineSpeed - theMinMarineSpeed)); pmove->velocity[0] += (theWishVelocity[0]/pmove->clientmaxspeed)*kJetpackLateralScalar; pmove->velocity[1] += (theWishVelocity[1]/pmove->clientmaxspeed)*kJetpackLateralScalar; pmove->velocity[2] += theTimePassed*theWeightScalar*kJetpackForce; // Play an event every so often if(pmove->runfuncs /*&& (pmove->RandomLong(0, 2) == 0)*/) { pmove->PM_PlaybackEventFull(0, pmove->player_index, gJetpackEventID, 0, (float *)pmove->origin, (float *)pmove->origin, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); } } float theJetpackEnergy = pmove->fuser3/kNormalizationNetworkFactor; AvHMUUpdateJetpackEnergy(gIsJetpacking[pmove->player_index], theTimePassed, theJetpackEnergy); pmove->fuser3 = theJetpackEnergy*kNormalizationNetworkFactor; } //pmove->Con_Printf("Jetpacking: %d\n", gIsJetpacking); } /* ============= 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; if (pmove->cmd.buttons & IN_JUMP) { int a =0; } int theMaxSpeed = 0; // Adjust speeds etc. PM_CheckParamters(); // Assume we don't touch anything pmove->numtouch = 0; // # of msec to apply movement pmove->frametime = pmove->cmd.msec * 0.001; // if(pmove->runfuncs) // { // pmove->Con_Printf("pmove->frametime: %f\n", pmove->frametime); // } PM_ReduceTimers(); bool theIsGestating = GetHasUpgrade(pmove->iuser4, MASK_ALIEN_EMBRYO); bool theIsParalyzed = GetHasUpgrade(pmove->iuser4, MASK_PLAYER_STUNNED); if(!theIsParalyzed && !theIsGestating) { // Convert view angles to vectors AngleVectors (pmove->angles, pmove->forward, pmove->right, pmove->up); } //if(pmove->cmd.impulse == COMMANDER_MOUSECOORD) // if(pmove->iuser3 == AVH_USER3_VIS_SPECIAL_TOPDOWN) // { // if((pmove->cmd.impulse != COMMANDER_MOVETO) && (pmove->cmd.impulse != MESSAGE_NULL)) // { // return; // } // } bool theIsDucking = AvHMUGetCanDuck(pmove->iuser3) && (pmove->flags & FL_DUCKING); pmove->usehull = AvHMUGetHull(theIsDucking, pmove->iuser3); //pmove->Con_Printf("Using hull: %d\n", pmove->usehull); //PM_ShowClipBox(); // Clear movement when building, giving orders, or anything other than scrolling if(GetHasUpgrade(pmove->iuser4, MASK_TOPDOWN)) { if((pmove->cmd.impulse != COMMANDER_SCROLL) && (pmove->cmd.impulse != COMMANDER_MOVETO)) { pmove->cmd.sidemove = pmove->cmd.upmove = pmove->cmd.forwardmove = 0; pmove->cmd.buttons = 0; } } if ( pmove->flags & FL_FROZEN ) return; // 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_CategorizePosition(); return; } // if(GetHasUpgrade(pmove->iuser4, MASK_MARINE_OVERWATCH)) // { // PM_Overwatch(); // } PM_TopDown(); // Paralyzed players and embryos can't move if(theIsParalyzed || theIsGestating) { PM_Physics_Toss(); 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_CategorizePosition(); // 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[pmove->player_index] = 0; PM_Jetpack(); PM_AlienAbilities(); NS_UpdateWallsticking(); // Don't run ladder code if dead or on a train, or a lerk or a skulk bool theIsFlyingAlien = (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER3) && (pmove->onground == -1); bool theIsSkulk = (pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1); if ( !pmove->dead && !(pmove->flags & FL_ONTRAIN) && !gIsJetpacking[pmove->player_index] && !GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && !theIsFlyingAlien && !theIsSkulk) { pLadder = PM_Ladder(); if ( pLadder ) { g_onladder[pmove->player_index] = 1; } } //pmove->Con_DPrintf("g_onladder: %d\n", g_onladder); PM_UpdateStepSound(); PM_Duck(); // Don't run ladder code if dead or on a train if ( !pmove->dead && !(pmove->flags & FL_ONTRAIN) && !gIsJetpacking[pmove->player_index] && !GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) { 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 ); } // Reset gravity to 1.0, in case we're not gliding anymore. This will get changed // in PM_Jump if player is still holding down the key. // This assumes only players in here! Sounds problematic to me. // if(pmove->iuser3 == AVH_USER3_GLIDE) // { // pmove->gravity = 1.0f; // } // Handle movement switch ( pmove->movetype ) { default: pmove->Con_Printf("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. // tankefugl: 0000972 if (pmove->waterjumptime && !(pmove->waterlevel == 0 && pmove->iuser3 == AVH_USER3_ALIEN_PLAYER1)) // :tankefugl // 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_CategorizePosition(); } 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) || GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) { if(!GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) pmove->velocity[2] = 0.0; PM_Friction(); } // Make sure velocity is valid. PM_CheckVelocity(); // Are we on ground now if ( (pmove->onground != -1) || GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) { PM_WalkMove(); } else { PM_AirMove(); // Take into account movement when in air. } // Set final flags. PM_CategorizePosition(); //float theVelocityLength = Length(pmove->velocity); //pmove->Con_Printf("Max speed: %f, velocity: %f\n", pmove->maxspeed, theVelocityLength); // 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) && !GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING)) { 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 = -0.125 ; z <= 0.125 ; z += 0.125) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } x = z = 0; // Y moves for (y = -0.125 ; y <= 0.125 ; y += 0.125) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } y = z = 0; // X moves for (x = -0.125 ; x <= 0.125 ; x += 0.125) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } // Remaining multi axis nudges. for ( x = - 0.125; x <= 0.125; x += 0.250 ) { for ( y = - 0.125; y <= 0.125; y += 0.250 ) { for ( z = - 0.125; z <= 0.125; z += 0.250 ) { 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 += 2.0) { 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 += 2.0) { 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; PM_SetHulls(); PM_PlayerMove( ( server != 0 ) ? true : false ); if ( pmove->onground != -1 ) { pmove->flags |= FL_ONGROUND; } else { pmove->flags &= ~FL_ONGROUND; } // In single player, reset friction after each movement to FrictionModifier Triggers work still. if ( !pmove->multiplayer && ( pmove->movetype == MOVETYPE_WALK ) ) { pmove->friction = 1.0f; } //int theRandomNumber = pmove->RandomLong(0, 100); // //#ifdef AVH_CLIENT //if(pmove->runfuncs) //{ // PM_DebugLocations(theRandomNumber); //} //#endif // Remember most predicted player origin (only if runfuncs?) if(pmove->runfuncs) { VectorCopy(pmove->origin, gPredictedPlayerOrigin); VectorCopy(pmove->view_ofs, gPredictedPlayerVOfs); } /////////////////////////////// // Begin Max's Code /////////////////////////////// // If the current orientation is different than the desired orientation, // interpolate between them. vec3_t currentAngles; vec3_t targetAngles; #ifdef AVH_SERVER NS_FixWallstickingAngles(pmove->vuser1); NS_FixWallstickingAngles(pmove->vuser2); VectorCopy(pmove->vuser1, currentAngles); VectorCopy(pmove->vuser2, targetAngles); #endif #ifdef AVH_CLIENT NS_FixWallstickingAngles(gPlayerAngles); NS_FixWallstickingAngles(gTargetPlayerAngles); VectorCopy(gPlayerAngles, currentAngles); VectorCopy(gTargetPlayerAngles, targetAngles); #endif if (VectorCompare(currentAngles, targetAngles) == 0) { Quat src = Quat(currentAngles).Unit(); Quat dst = Quat(targetAngles).Unit(); Quat rot = (dst * src.Conjugate()).Unit(); // Compute the axis and angle we need to rotate about to go from src // to dst. float angle = acosf(rot.w) * 2; float sinAngle = sqrtf(1.0f - rot.w * rot.w); if (fabs(sinAngle) < 0.0005f) { sinAngle = 1; } vec3_t axis; axis[0] = rot.x / sinAngle; axis[1] = rot.y / sinAngle; axis[2] = rot.z / sinAngle; // Wrap the angle to the range -PI to PI angle = WrapFloat(angle, -M_PI, M_PI); // Amount to rotate this frame. float frameAngle = kSkulkRotationRate * pmove->frametime; if (fabs(angle) <= frameAngle) { // If we are very close, just jump to the goal orientation. VectorCopy(targetAngles, currentAngles); } else { Quat final; if (angle < 0) { final = Quat(-frameAngle, axis) * src; } else { final = Quat(frameAngle, axis) * src; } vec3_t xAxis; vec3_t yAxis; vec3_t zAxis; final.GetVectors(xAxis, yAxis, zAxis); VectorsToAngles(yAxis, xAxis, zAxis, currentAngles); } } #ifdef AVH_SERVER VectorCopy(currentAngles, pmove->vuser1); #endif #ifdef AVH_CLIENT VectorCopy(currentAngles, gPlayerAngles); #endif /////////////////////////////// // End Max's Code /////////////////////////////// } //void PM_GetEntityList(PhysEntListType& outList) //{ // physent_t* theTarget = NULL; // // for (i = 0; i < MAX_PHYSENTS; i++) // { // theTarget = pmove->physents[i]; // outList.push_back(theTarget); // } // //} 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_InitBoxHull(); pm_shared_initialized = 1; } bool PM_ViewTraceEntity(float inOriginX, float inOriginY, float inOriginZ, float inDirX, float inDirY, float inDirZ, int& outIndex) { bool theSuccess = false; vec3_t theTraceEnd; vec3_t theNormal; theNormal[0] = inDirX; theNormal[1] = inDirY; theNormal[2] = inDirZ; VectorScale(theNormal, 8012, theTraceEnd); vec3_t theTraceStart; theTraceStart[0] = inOriginX; theTraceStart[1]= inOriginY; theTraceStart[2] = inOriginZ; pmtrace_t* theTrace = NULL; bool theDone = false; do { theTrace = pmove->PM_TraceLine(theTraceStart, theTraceEnd, PM_TRACELINE_ANYVISIBLE, 2, -1); if(!theTrace || theTrace->fraction < 0.0001f || theTrace->ent > 0) { theDone = true; } else { // Trace again from here VectorCopy(theTrace->endpos, theTraceStart); } } while(!theDone); if(theTrace && (theTrace->ent > 0)) { outIndex = theTrace->ent; theSuccess = true; } return theSuccess; } bool GetIsEntityAPlayer(int inPhysIndex) { bool theEntIsPlayer = false; physent_t* theEntity = NULL; if((inPhysIndex > 0) && (inPhysIndex <= pmove->numphysent)) { theEntity = pmove->physents + inPhysIndex; } if(theEntity) { const char* theName = theEntity->name; if(!strcmp(theName, kAvHPlayerClassName)) { theEntIsPlayer = true; } } return theEntIsPlayer; } bool PM_ViewTracePlayer(float inOriginX, float inOriginY, float inOriginZ, float inEndX, float inEndY, float inEndZ, int& outIndex) { bool theSuccess = false; #ifdef AVH_CLIENT //gSquareDebugLocations.clear(); #endif vec3_t theTraceEnd; //vec3_t theNormal; //theNormal[0] = inDirX; //theNormal[1] = inDirY; //theNormal[2] = inDirZ; //VectorScale(theNormal, 8012, theTraceEnd); theTraceEnd[0] = inEndX; theTraceEnd[1] = inEndY; theTraceEnd[2] = inEndZ; vec3_t theTraceStart; theTraceStart[0] = inOriginX; theTraceStart[1]= inOriginY; theTraceStart[2] = inOriginZ; #ifdef AVH_CLIENT DebugPoint thePoint; thePoint.x = theTraceStart[0]; thePoint.y = theTraceStart[1]; thePoint.z = theTraceStart[2]; //gSquareDebugLocations.push_back(thePoint); thePoint.x = theTraceEnd[0]; thePoint.y = theTraceEnd[1]; thePoint.z = theTraceEnd[2]; //gSquareDebugLocations.push_back(thePoint); #endif // pmtrace_t* theTrace = NULL; // bool theDone = false; // do // { pmtrace_t theTraceStruct; theTraceStruct = NS_PlayerTrace(pmove, theTraceStart, theTraceEnd, PM_NORMAL, -1); int theEntIndex = theTraceStruct.ent; // //pmtrace_t (*PM_PlayerTrace) (vec3_t start, vec3_t end, int traceFlags, int ignore_pe ); // //theTrace = pmove->PM_TraceLine(theTraceStart, theTraceEnd, PM_TRACELINE_ANYVISIBLE, 2, -1); // bool theEntityIsAPlayer = false; // // if(!theTrace || theTrace->fraction < 0.0001f || (theEntityIsAPlayer = GetIsEntityAPlayer(theTrace->ent))) // { // theDone = true; // } // else // { // // Trace again from here // VectorCopy(theTrace->endpos, theTraceStart); // } //if(!theDone || theEntityIsAPlayer) if(theEntIndex > 0) { #ifdef AVH_CLIENT DebugPoint thePoint; thePoint.x = theTraceStruct.endpos[0]; thePoint.y = theTraceStruct.endpos[1]; thePoint.z = theTraceStruct.endpos[2]; //gSquareDebugLocations.push_back(thePoint); #endif } // } while(!theDone); if(theEntIndex > 0) //if(theTrace && (theTrace->ent > 0)) { outIndex = theEntIndex; //outIndex = theTrace->ent; theSuccess = true; } return theSuccess; }