fteqw/engine/common/pmove.c
Spoike a77bd67602 ------------------------------------------------------------------------
r4196 | acceptthis | 2013-02-12 19:06:07 +0000 (Tue, 12 Feb 2013) | 9 lines

split in/out client frames, so that we can cope with separate packet/movement sequences for nq+prediction.
Make default ports a little more explicit.
interpolate input frames. should make things smoother when the input rate does not match video rate.
fix centering of crosshairs
make sure skins are flushed properly on vid_restart, so 24bit skins don't get messed up.
keep sounds ticking even when inaudible.
qc addressable block now has a max of 2gb.
.__variant works as a function argument.
NQ clients now receive player physics consistant with QuakeWorld.
------------------------------------------------------------------------


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4194 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:53:23 +00:00

1174 lines
27 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
movevars_t movevars;
playermove_t pmove;
float frametime;
vec3_t forward, right, up;
vec3_t player_mins = {-16, -16, -24};
vec3_t player_maxs = {16, 16, 32};
void PM_Init (void)
{
PM_InitBoxHull();
}
#define MIN_STEP_NORMAL 0.7 // roughly 45 degrees
#define pm_flyfriction 4
#define STOP_EPSILON 0.1
#define BLOCKED_FLOOR 1
#define BLOCKED_STEP 2
#define BLOCKED_OTHER 4
#define BLOCKED_ANY 7
/*
** Add an entity to touch list, discarding duplicates
*/
static void PM_AddTouchedEnt (int num)
{
if (pmove.numtouch == MAX_PHYSENTS)
return;
if (pmove.numtouch)
if (pmove.touchindex[pmove.numtouch - 1] == num)
return; // already added
pmove.touchindex[pmove.numtouch] = num;
VectorCopy(pmove.velocity, pmove.touchvel[pmove.numtouch]);
pmove.numtouch++;
}
/*
==================
PM_ClipVelocity
Slide off of the impacting object
==================
*/
void PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
float backoff;
float change;
int i;
backoff = DotProduct (in, normal) * overbounce;
for (i=0 ; i<3 ; i++)
{
change = normal[i]*backoff;
out[i] = in[i] - change;
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
}
/*
============
PM_SlideMove
The basic solid body movement clip that slides along multiple planes
============
*/
#define MAX_CLIP_PLANES 5
int PM_SlideMove (void)
{
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
int blocked;
numbumps = 4;
blocked = 0;
VectorCopy (pmove.velocity, original_velocity);
VectorCopy (pmove.velocity, primal_velocity);
numplanes = 0;
time_left = frametime;
// VectorAdd(pmove.velocity, pmove.basevelocity, pmove.velocity);
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
trace = PM_PlayerTrace (pmove.origin, end);
if (trace.startsolid || trace.allsolid)
{ // entity is trapped in another solid
VectorClear (pmove.velocity);
return 3;
}
if (trace.fraction > 0)
{ // actually covered some distance
VectorCopy (trace.endpos, pmove.origin);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
// save entity for contact
PM_AddTouchedEnt (trace.entnum);
if (trace.plane.normal[2] >= MIN_STEP_NORMAL)
blocked |= BLOCKED_FLOOR;
else if (!trace.plane.normal[2])
blocked |= BLOCKED_STEP;
else
blocked |= BLOCKED_OTHER;
time_left -= time_left * trace.fraction;
// cliped to another plane
if (numplanes >= MAX_CLIP_PLANES)
{ // this shouldn't really happen
VectorClear (pmove.velocity);
break;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for (i=0 ; i<numplanes ; i++)
{
if (movevars.walljump == 2) //just bounce off!
{ //pinball
PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
return blocked;
}
//regular run at a wall and jump off
if (movevars.walljump && planes[i][2] != 1 //not on floors
&& Length(pmove.velocity)>200 && pmove.cmd.buttons & 2 && !pmove.jump_held && !pmove.waterjumptime)
{
PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
if (pmove.velocity[2] < 270)
pmove.velocity[2] = 270;
pmove.jump_msec = pmove.cmd.msec;
pmove.jump_held = true;
pmove.waterjumptime = 0;
return blocked;
}
PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1);
for (j=0 ; j<numplanes ; j++)
if (j != i)
{
if (DotProduct (pmove.velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
}
else
{ // go along the crease
if (numplanes != 2)
{
VectorClear (pmove.velocity);
break;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pmove.velocity);
VectorScale (dir, d, pmove.velocity);
}
//
// if velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (pmove.velocity, primal_velocity) <= 0)
{
VectorClear (pmove.velocity);
break;
}
}
if (pmove.waterjumptime)
{
VectorCopy (primal_velocity, pmove.velocity);
}
return blocked;
}
/*
=============
PM_StepSlideMove
Each intersection will try to step over the obstruction instead of
sliding along it.
=============
*/
int PM_StepSlideMove (qboolean in_air)
{
vec3_t dest;
trace_t trace;
vec3_t original, originalvel, down, up, downvel;
float downdist, updist;
int blocked;
float stepsize;
// try sliding forward both on ground and up 16 pixels
// take the move that goes farthest
VectorCopy (pmove.origin, original);
VectorCopy (pmove.velocity, originalvel);
blocked = PM_SlideMove ();
if (!blocked)
return blocked; // moved the entire distance
if (in_air)
{
// don't let us step up unless it's indeed a step we bumped in
// (that is, there's solid ground below)
float *org;
if (!(blocked & BLOCKED_STEP))
return blocked;
org = (-DotProduct(pmove.gravitydir, originalvel) < 0) ? pmove.origin : original;
VectorMA (org, movevars.stepheight, pmove.gravitydir, dest);
trace = PM_PlayerTrace (org, dest);
if (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
return blocked;
// adjust stepsize, otherwise it would be possible to walk up a
// a step higher than STEPSIZE
stepsize = movevars.stepheight - (org[2] - trace.endpos[2]);
}
else
stepsize = movevars.stepheight;
VectorCopy (pmove.origin, down);
VectorCopy (pmove.velocity, downvel);
VectorCopy (original, pmove.origin);
VectorCopy (originalvel, pmove.velocity);
// move up a stair height
VectorMA (pmove.origin, -stepsize, pmove.gravitydir, dest);
trace = PM_PlayerTrace (pmove.origin, dest);
if (!trace.startsolid && !trace.allsolid)
{
VectorCopy (trace.endpos, pmove.origin);
}
if (in_air && originalvel[2] < 0)
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
PM_SlideMove ();
// press down the stepheight
VectorMA (pmove.origin, stepsize, pmove.gravitydir, dest);
trace = PM_PlayerTrace (pmove.origin, dest);
if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
goto usedown;
if (!trace.startsolid && !trace.allsolid)
{
VectorCopy (trace.endpos, pmove.origin);
}
if (-DotProduct(pmove.gravitydir, pmove.origin) < -DotProduct(pmove.gravitydir, original))
goto usedown;
VectorCopy (pmove.origin, up);
// decide which one went farther (in the forwards direction regardless of step values)
VectorSubtract(down, original, dest);
VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
downdist = DotProduct(dest, dest);
VectorSubtract(up, original, dest);
VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
updist = DotProduct(dest, dest);
if (downdist >= updist)
{
usedown:
VectorCopy (down, pmove.origin);
VectorCopy (downvel, pmove.velocity);
return blocked;
}
// copy z value from slide move
VectorMA(pmove.velocity, DotProduct(downvel, pmove.gravitydir)-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=downvel
if (!pmove.onground && pmove.waterlevel < 2 && (blocked & BLOCKED_STEP)) {
float scale;
// in pm_airstep mode, walking up a 16 unit high step
// will kill 16% of horizontal velocity
scale = 1 - 0.01*(pmove.origin[2] - original[2]);
//FIXME gravitydir
pmove.velocity[0] *= scale;
pmove.velocity[1] *= scale;
}
return blocked;
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
void PM_Friction (void)
{
float speed, newspeed, control;
float friction;
float drop;
vec3_t start, stop;
trace_t trace;
if (pmove.waterjumptime)
return;
speed = Length(pmove.velocity);
if (speed < 1)
{
//fixme: gravitydir fix needed
pmove.velocity[0] = 0;
pmove.velocity[1] = 0;
if (pmove.pm_type == PM_FLY)
pmove.velocity[2] = 0;
return;
}
if (pmove.waterlevel >= 2)
// apply water friction, even if in fly mode
drop = speed*movevars.waterfriction*pmove.waterlevel*frametime;
else if (pmove.pm_type == PM_FLY) {
// apply flymode friction
drop = speed * pm_flyfriction * frametime;
}
else if (pmove.onground) {
// apply ground friction
friction = movevars.friction;
// if the leading edge is over a dropoff, increase friction
start[0] = stop[0] = pmove.origin[0] + pmove.velocity[0]/speed*16;
start[1] = stop[1] = pmove.origin[1] + pmove.velocity[1]/speed*16;
start[2] = pmove.origin[2] + player_mins[2];
stop[2] = start[2] - 34;
trace = PM_PlayerTrace (start, stop);
if (trace.fraction == 1)
friction *= 2;
control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
drop = control*friction*frametime;
}
else if (pmove.onladder)
{
control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
drop = control*movevars.friction*frametime*6;
}
else
return; // in air, no friction
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
VectorScale (pmove.velocity, newspeed / speed, pmove.velocity);
}
/*
==============
PM_Accelerate
==============
*/
void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
{
int i;
float addspeed, accelspeed, currentspeed;
if (pmove.pm_type == PM_DEAD)
return;
if (pmove.waterjumptime)
return;
currentspeed = DotProduct (pmove.velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0)
return;
accelspeed = accel*frametime*wishspeed;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
pmove.velocity[i] += accelspeed*wishdir[i];
}
void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
{
int i;
float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
float originalspeed, newspeed, speedcap;
if (pmove.pm_type == PM_DEAD)
return;
if (pmove.waterjumptime)
return;
if (movevars.bunnyspeedcap > 0)
{
originalspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] +
pmove.velocity[1]*pmove.velocity[1]);
}
else
originalspeed = 0; //shh compiler.
if (wishspd > 30)
wishspd = 30;
currentspeed = DotProduct (pmove.velocity, wishdir);
addspeed = wishspd - currentspeed;
if (addspeed <= 0)
return;
accelspeed = accel * wishspeed * frametime;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
pmove.velocity[i] += accelspeed*wishdir[i];
if (movevars.bunnyspeedcap > 0)
{
newspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] +
pmove.velocity[1]*pmove.velocity[1]);
if (newspeed > originalspeed)
{
speedcap = movevars.maxspeed * movevars.bunnyspeedcap;
if (newspeed > speedcap)
{
if (originalspeed < speedcap)
originalspeed = speedcap;
pmove.velocity[0] *= originalspeed / newspeed;
pmove.velocity[1] *= originalspeed / newspeed;
}
}
}
}
/*
===================
PM_WaterMove
===================
*/
void PM_WaterMove (void)
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
//
// user intentions
//
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove;
if (pmove.pm_type != PM_FLY && !pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove && !pmove.onladder)
{
VectorMA(wishvel, 60, pmove.gravitydir, wishvel);
}
else
{
VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel);
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if (wishspeed > movevars.maxspeed) {
VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
wishspeed = movevars.maxspeed;
}
wishspeed *= 0.7;
//
// water acceleration
//
PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate);
PM_StepSlideMove (false);
}
/*
*/
void PM_FlyMove (void)
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove;
VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel);
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if (wishspeed > movevars.maxspeed) {
VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
wishspeed = movevars.maxspeed;
}
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
PM_StepSlideMove (false);
}
void PM_LadderMove (void)
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
vec3_t start, dest;
trace_t trace;
//
// user intentions
//
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove;
if (wishvel[2] >= 100 || wishvel[2] <= -100) //large up/down move
wishvel[2]*=10;
if (pmove.cmd.buttons & 2)
{
VectorMA(wishvel, -movevars.maxspeed, pmove.gravitydir, wishvel);
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if (wishspeed > movevars.maxspeed)
{
VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
wishspeed = movevars.maxspeed;
}
PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate);
// assume it is a stair or a slope, so press down from stepheight above
VectorMA (pmove.origin, frametime, pmove.velocity, dest);
VectorMA(dest, -(movevars.stepheight + 1), pmove.gravitydir, start);
trace = PM_PlayerTrace (start, dest);
if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope?
{ // walked up the step
VectorCopy (trace.endpos, pmove.origin);
return;
}
PM_FlyMove ();
}
/*
===================
PM_AirMove
===================
*/
void PM_AirMove (void)
{
int i;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
fmove = pmove.cmd.forwardmove;
smove = pmove.cmd.sidemove;
VectorMA(forward, -DotProduct(forward, pmove.gravitydir), pmove.gravitydir, forward); //z=0
VectorMA(right, -DotProduct(right, pmove.gravitydir), pmove.gravitydir, right); //z=0
VectorNormalize (forward);
VectorNormalize (right);
for (i=0 ; i<3 ; i++)
wishdir[i] = forward[i]*fmove + right[i]*smove;
VectorMA(wishdir, -DotProduct(wishdir, pmove.gravitydir), pmove.gravitydir, wishdir); //z=0
wishspeed = VectorNormalize(wishdir);
//
// clamp to server defined max speed
//
if (wishspeed > movevars.maxspeed)
{
wishspeed = movevars.maxspeed;
}
if (pmove.onground)
{
if (movevars.slidefix)
{
pmove.velocity[2] = min(pmove.velocity[2], 0); // bound above by 0
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
// add gravity
VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity);
}
else
{
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
}
//clear the z out, so we can test if we're moving horizontally relative to gravity
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, wishdir);
if (!DotProduct(wishdir, wishdir) && !movevars.slidyslopes)
{
//clear z if we're not moving
VectorClear(pmove.velocity);
return;
}
else if (!movevars.slidefix && !movevars.slidyslopes)
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
PM_StepSlideMove(false);
}
else
{
int blocked;
// not on ground, so little effect on velocity
PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
// add gravity
VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity);
if (movevars.airstep)
blocked = PM_StepSlideMove (true);
else
blocked = PM_SlideMove ();
if (blocked & BLOCKED_FLOOR)
pmove.onground = true;
}
}
cplane_t groundplane;
/*
=============
PM_CategorizePosition
=============
*/
trace_t PM_TraceLine (vec3_t start, vec3_t end);
void PM_CategorizePosition (void)
{
vec3_t point;
int cont;
trace_t trace;
if (pmove.gravitydir[0] == 0 && pmove.gravitydir[1] == 0 && pmove.gravitydir[2] == 0)
{
pmove.gravitydir[0] = 0;
pmove.gravitydir[1] = 0;
pmove.gravitydir[2] = -1;
}
if (pmove.pm_type == PM_WALLWALK)
{
vec3_t tmin,tmax;
VectorCopy(player_mins, tmin);
VectorCopy(player_maxs, tmax);
VectorMA(pmove.origin, -48, up, point);
trace = PM_TraceLine(pmove.origin, point);
VectorCopy(tmin, player_mins);
VectorCopy(tmax, player_maxs);
if (trace.fraction < 1)
VectorNegate(trace.plane.normal, pmove.gravitydir);
}
// if the player hull point one unit down is solid, the player
// is on ground
// see if standing on something solid
VectorAdd(pmove.origin, pmove.gravitydir, point);
trace.startsolid = trace.allsolid = true;
VectorClear(trace.endpos);
if (-DotProduct(pmove.gravitydir, pmove.velocity) > 180)
{
pmove.onground = false;
}
else
{
trace = PM_PlayerTrace (pmove.origin, point);
if (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
pmove.onground = false;
else
{
pmove.onground = true;
pmove.groundent = trace.entnum;
groundplane = trace.plane;
pmove.waterjumptime = 0;
}
// standing on an entity other than the world
if (trace.entnum > 0)
PM_AddTouchedEnt (trace.entnum);
}
//
// get waterlevel
//
pmove.waterlevel = 0;
pmove.watertype = FTECONTENTS_EMPTY;
point[2] = pmove.origin[2] + player_mins[2] + 1;
cont = PM_PointContents (point);
if (cont & FTECONTENTS_FLUID)
{
pmove.watertype = cont;
pmove.waterlevel = 1;
point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2])*0.5;
cont = PM_PointContents (point);
if (cont & FTECONTENTS_FLUID)
{
pmove.waterlevel = 2;
point[2] = pmove.origin[2] + player_mins[2]+24+DEFAULT_VIEWHEIGHT;
cont = PM_PointContents (point);
if (cont & FTECONTENTS_FLUID)
pmove.waterlevel = 3;
}
}
//bsp objects marked as ladders mark regions to stand in to be classed as on a ladder.
cont = PM_ExtraBoxContents(pmove.origin);
#ifdef Q3BSPS
//q3 has surfaceflag-based ladders
if (pmove.physents[0].model->fromgame == fg_quake3)
{
trace_t t;
vec3_t flatforward, fwd1;
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pmove.origin, 24, flatforward, fwd1);
t = CM_BoxTrace(pmove.physents[0].model, pmove.origin, fwd1, player_mins, player_maxs, MASK_PLAYERSOLID);
if (t.surface->flags & Q3SURF_LADDER)
{
pmove.onladder = true;
pmove.onground = false; // too steep
}
}
#endif
//q2 has contents-based ladders
if ((cont & FTECONTENTS_LADDER) || ((cont & Q2CONTENTS_LADDER) && pmove.physents[0].model->fromgame == fg_quake2))
{
trace_t t;
vec3_t flatforward, fwd1;
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pmove.origin, 24, flatforward, fwd1);
//if we hit a wall when going forwards and we are in a ladder region, then we are on a ladder.
t = PM_PlayerTrace(pmove.origin, fwd1);
if (t.fraction < 1)
{
pmove.onladder = true;
pmove.onground = false; // too steep
}
}
if (pmove.onground && pmove.pm_type != PM_FLY && pmove.waterlevel < 2)
{
// snap to ground so that we can't jump higher than we're supposed to
if (!trace.startsolid && !trace.allsolid)
VectorCopy (trace.endpos, pmove.origin);
}
}
/*
=============
PM_CheckJump
=============
*/
void PM_CheckJump (void)
{
if (pmove.pm_type == PM_FLY)
return;
if (pmove.pm_type == PM_DEAD)
{
pmove.jump_held = true; // don't jump on respawn
return;
}
if (!(pmove.cmd.buttons & BUTTON_JUMP))
{
pmove.jump_held = false;
return;
}
if (pmove.waterjumptime)
return;
if (pmove.waterlevel >= 2)
{ // swimming, not jumping
float speed;
pmove.onground = false;
if (pmove.watertype == FTECONTENTS_WATER)
speed = 100;
else if (pmove.watertype == FTECONTENTS_SLIME)
speed = 80;
else
speed = 50;
VectorMA(pmove.velocity, -speed-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity);
return;
}
if (!pmove.onground)
return; // in air, so no effect
if (pmove.jump_held && !pmove.jump_msec)
return; // don't pogo stick
// check for jump bug
// groundplane normal was set in the call to PM_CategorizePosition
if (-DotProduct(pmove.gravitydir, pmove.velocity) < 0 && DotProduct(pmove.velocity, groundplane.normal) < -0.1)
{
// pmove.velocity is pointing into the ground, clip it
PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1);
}
pmove.onground = false;
VectorMA(pmove.velocity, -270, pmove.gravitydir, pmove.velocity);
if (movevars.ktjump > 0 && pmove.pm_type != PM_WALLWALK)
{
if (movevars.ktjump > 1)
movevars.ktjump = 1;
if (pmove.velocity[2] < 270)
pmove.velocity[2] = pmove.velocity[2] * (1 - movevars.ktjump)
+ 270 * movevars.ktjump;
}
pmove.jump_held = true; // don't jump again until released
pmove.jump_msec = pmove.cmd.msec;
}
/*
=============
PM_CheckWaterJump
=============
*/
void PM_CheckWaterJump (void)
{
vec3_t spot;
int cont;
vec3_t flatforward;
if (pmove.waterjumptime>0)
return;
if (pmove.pm_type == PM_DEAD)
return;
// don't hop out if we just jumped in
if (pmove.velocity[2] < -180)
return;
// see if near an edge
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pmove.origin, 24, flatforward, spot);
spot[2] += 8 + 24+player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox
cont = PM_PointContents (spot);
if (!(cont & FTECONTENTS_SOLID))
return;
spot[2] += 24;
cont = PM_PointContents (spot);
if (cont != FTECONTENTS_EMPTY)
return;
// jump out of water
VectorScale (flatforward, 50, pmove.velocity);
pmove.velocity[2] = 310;
pmove.waterjumptime = 2; // safety net
pmove.jump_held = true; // don't jump again until released
}
/*
=================
PM_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
=================
*/
void PM_NudgePosition (void)
{
vec3_t base;
int x, y, z;
int i;
static int sign[5] = {0, -1, 1, -2, 2};
VectorCopy (pmove.origin, base);
for (i=0 ; i<3 ; i++)
base[i] = ((int)(base[i]*8)) * 0.125;
if (pmove.velocity[0] || pmove.velocity[1])
if (PM_TestPlayerPosition (pmove.origin))
return;
for (z=0 ; z<=4 ; z++)
{
for (x=0 ; x<=4 ; x++)
{
for (y=0 ; y<=4 ; y++)
{
pmove.origin[0] = base[0] + (sign[x] * 1.0/8);
pmove.origin[1] = base[1] + (sign[y] * 1.0/8);
pmove.origin[2] = base[2] + (sign[z] * 1.0/8);
if (PM_TestPlayerPosition (pmove.origin))
return;
}
}
}
VectorCopy (base, pmove.origin);
// Com_DPrintf ("NudgePosition: stuck\n");
}
/*
===============
PM_SpectatorMove
===============
*/
void PM_SpectatorMove (void)
{
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 = movevars.friction*1.5; // extra friction
control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
drop += control*friction*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 (forward);
VectorNormalize (right);
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] += pmove.cmd.upmove;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
//
// clamp to server defined max speed
//
if (wishspeed > movevars.spectatormaxspeed)
{
VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel);
wishspeed = 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 = movevars.accelerate*frametime*wishspeed;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
pmove.velocity[i] += accelspeed*wishdir[i];
}
// move
VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin);
}
/*
=============
PM_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 (float gamespeed)
{
frametime = pmove.cmd.msec * 0.001*gamespeed;
pmove.numtouch = 0;
if (pmove.pm_type == PM_NONE || pmove.pm_type == PM_FREEZE)
{
PM_CategorizePosition ();
return;
}
// take angles directly from command
pmove.angles[0] = SHORT2ANGLE(pmove.cmd.angles[0]);
pmove.angles[1] = SHORT2ANGLE(pmove.cmd.angles[1]);
pmove.angles[2] = SHORT2ANGLE(pmove.cmd.angles[2]);
AngleVectors (pmove.angles, forward, right, up);
if (pmove.pm_type == PM_SPECTATOR || pmove.pm_type == PM_OLD_SPECTATOR)
{
PM_SpectatorMove ();
pmove.onground = false;
return;
}
PM_NudgePosition ();
// set onground, watertype, and waterlevel
PM_CategorizePosition ();
if (pmove.waterlevel == 2 && pmove.pm_type != PM_FLY)
PM_CheckWaterJump ();
if (-DotProduct(pmove.gravitydir, pmove.velocity) < 0 || pmove.pm_type == PM_DEAD)
pmove.waterjumptime = 0;
if (pmove.waterjumptime)
{
pmove.waterjumptime -= frametime;
if (pmove.waterjumptime < 0)
pmove.waterjumptime = 0;
}
if (pmove.jump_msec)
{
pmove.jump_msec += pmove.cmd.msec;
if (pmove.jump_msec > 50)
pmove.jump_msec = 0;
}
PM_CheckJump ();
PM_Friction ();
if (pmove.waterlevel >= 2)
PM_WaterMove ();
else if (pmove.pm_type == PM_FLY)
PM_FlyMove ();
else if (pmove.onladder)
PM_LadderMove ();
else
PM_AirMove ();
// set onground, watertype, and waterlevel for final spot
PM_CategorizePosition ();
// this is to make sure landing sound is not played twice
// and falling damage is calculated correctly
if (pmove.onground && -DotProduct(pmove.gravitydir, pmove.velocity) < -300
&& DotProduct(pmove.velocity, groundplane.normal) < -0.1)
{
PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1);
}
}