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fteqw/fteqtv/pmove.c

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#include "qtv.h"
#include <math.h>
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
void AngleVectors (vec3_t angles, float *forward, float *right, float *up)
{
float angle;
float sr, sp, sy, cr, cp, cy;
angle = angles[1] * (M_PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[0] * (M_PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
angle = angles[2] * (M_PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
right[0] = (-1*sr*sp*cy+-1*cr*-sy);
right[1] = (-1*sr*sp*sy+-1*cr*cy);
right[2] = -1*sr*cp;
up[0] = (cr*sp*cy+-sr*-sy);
up[1] = (cr*sp*sy+-sr*cy);
up[2] = cr*cp;
}
#define DotProduct(a,b) ((a[0]*b[0]) + (a[1]*b[1]) + (a[2]*b[2]))
#define VectorCopy(a,b) do{b[0]=a[0];b[1]=a[1];b[2]=a[2];}while(0)
#define VectorClear(v) do{v[0]=0;v[1]=0;v[2]=0;}while(0)
#define VectorScale(i,s,o) do{o[0]=i[0]*s;o[1]=i[1]*s;o[2]=i[2]*s;}while(0)
#define Length(v) sqrt(DotProduct(v, v))
#define VectorMA(base,s,m,out) do{out[0]=base[0]+s*m[0];out[1]=base[1]+s*m[1];out[2]=base[2]+s*m[2];}while(0)
#define SHORT2ANGLE(s) ((s*360.0f)/65536)
float VectorNormalize(vec3_t v)
{
float len, ilen;
len = Length(v);
if (len)
{
ilen = 1/len;
v[0] *= ilen;
v[1] *= ilen;
v[2] *= ilen;
}
return len;
}
void PM_SpectatorMove (pmove_t *pmove)
{
float speed, drop, friction, control, newspeed;
float currentspeed, addspeed, accelspeed;
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
// friction
speed = Length (pmove->velocity);
if (speed < 1)
{
VectorClear (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;
// Buggy QW spectator mode, kept for compatibility
// if (pmove->pm_type == PM_OLD_SPECTATOR)
{
if (addspeed <= 0)
return;
}
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);
}
void PM_PlayerMove (pmove_t *pmove)
{
pmove->frametime = pmove->cmd.msec * 0.001;
/*
if (pmove.pm_type == PM_NONE || pmove.pm_type == PM_FREEZE)
{
PM_CategorizePosition ();
return;
}
*/
// take angles directly from command
pmove->angles[0] = pmove->cmd.angles[0];
pmove->angles[1] = pmove->cmd.angles[1];
pmove->angles[2] = pmove->cmd.angles[2];
AngleVectors (pmove->angles, pmove->forward, pmove->right, pmove->up);
// if (pmove->pm_type == PM_SPECTATOR || pmove->pm_type == PM_OLD_SPECTATOR)
{
PM_SpectatorMove (pmove);
// pmove->onground = false;
return;
}
}