mirror of
https://github.com/Shpoike/Quakespasm.git
synced 2024-11-09 23:11:39 +00:00
1355 lines
34 KiB
C
1355 lines
34 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"
|
|
#include "pmove.h"
|
|
|
|
movevars_t movevars;
|
|
playermove_t pmove;
|
|
extern cvar_t pm_noround; //evile.
|
|
|
|
static float frametime;
|
|
|
|
static vec3_t forward, right, up;
|
|
|
|
void PM_Init (void)
|
|
{
|
|
PM_InitBoxHull();
|
|
}
|
|
|
|
#define MIN_STEP_NORMAL 0.7 // roughly 45 degrees
|
|
|
|
#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;
|
|
vec3_t start;
|
|
|
|
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];
|
|
|
|
VectorCopy(pmove.origin, start);
|
|
trace = PM_PlayerTrace (start, end, MASK_PLAYERSOLID);
|
|
|
|
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] < movevars.jumpspeed)
|
|
pmove.velocity[2] = movevars.jumpspeed;
|
|
pmove.jump_secs = pmove.cmd.seconds;
|
|
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)
|
|
{
|
|
if (!in_air && movevars.stepdown)
|
|
{ //if we were onground, try stepping down after the move to try to stay on said ground.
|
|
VectorMA (pmove.origin, movevars.stepheight, pmove.gravitydir, dest);
|
|
trace = PM_PlayerTrace (pmove.origin, dest, MASK_PLAYERSOLID);
|
|
if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) > MIN_STEP_NORMAL)
|
|
{
|
|
if (!trace.startsolid && !trace.allsolid)
|
|
VectorCopy (trace.endpos, pmove.origin);
|
|
}
|
|
}
|
|
|
|
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, MASK_PLAYERSOLID);
|
|
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
|
|
//FIXME gravitydir, portals
|
|
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, MASK_PLAYERSOLID);
|
|
if (!trace.startsolid && !trace.allsolid)
|
|
{
|
|
VectorCopy (trace.endpos, pmove.origin);
|
|
}
|
|
|
|
if (in_air && -DotProduct(pmove.gravitydir, original) < 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, MASK_PLAYERSOLID);
|
|
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.pm_type == PM_6DOF)
|
|
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 || pmove.pm_type == PM_6DOF) {
|
|
// apply flymode friction
|
|
drop = speed * movevars.flyfriction * frametime;
|
|
}
|
|
else if (pmove.onground) {
|
|
// apply ground friction
|
|
friction = movevars.friction;
|
|
if (movevars.edgefriction != 1.0)
|
|
{
|
|
// 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;
|
|
//FIXME: gravitydir.
|
|
//id quirk: this is a tracebox, NOT a traceline, yet still starts BELOW the player.
|
|
start[2] = pmove.origin[2] + pmove.player_mins[2];
|
|
stop[2] = start[2] - 34;
|
|
if (movevars.flags & MOVEFLAG_QWEDGEBOX) //vanilla qw behaviour is to use a tracebox, which makes edge friction almost unnoticable.
|
|
trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID);
|
|
else
|
|
{ //traceline instead.
|
|
vec3_t min, max;
|
|
VectorCopy(pmove.player_mins, min);
|
|
VectorCopy(pmove.player_maxs, max);
|
|
VectorClear(pmove.player_mins);
|
|
VectorClear(pmove.player_maxs);
|
|
trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID);
|
|
VectorCopy(min, pmove.player_mins);
|
|
VectorCopy(max, pmove.player_maxs);
|
|
}
|
|
if (trace.fraction == 1 && !trace.startsolid)
|
|
friction *= movevars.edgefriction;
|
|
}
|
|
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 > movevars.maxairspeed)
|
|
wishspd = movevars.maxairspeed;
|
|
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, movevars.watersinkspeed, 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;
|
|
|
|
if (pmove.pm_type == PM_6DOF)
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove;
|
|
}
|
|
else
|
|
{
|
|
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, MASK_PLAYERSOLID);
|
|
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;
|
|
|
|
if (pmove.gravitydir[2] == -1 && (pmove.angles[0] == 90 || pmove.angles[0] == -90))
|
|
{ //HACK: attempt to avoid a stupid numerical precision issue.
|
|
//You know its a hack because I'm comparing exact angles.
|
|
vec3_t tmp;
|
|
VectorSet(tmp, pmove.angles[0]*0.99, pmove.angles[1], pmove.angles[2]);
|
|
AngleVectors (tmp, forward, right, up);
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (DotProduct(pmove.velocity, pmove.gravitydir) < 0)
|
|
{
|
|
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
|
|
//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 (DotProduct(pmove.velocity,pmove.velocity) > 1000*1000)
|
|
{
|
|
//when in a windtunnel, step up from where we are rather than the actual ground in order to more closely match nq.
|
|
//this is needed for r1m5 (770 800 192), just beyond the silver key door.
|
|
blocked = PM_StepSlideMove (false);
|
|
}
|
|
else if (movevars.airstep)
|
|
blocked = PM_StepSlideMove (true);
|
|
else
|
|
blocked = PM_SlideMove ();
|
|
|
|
if (movevars.pground && (blocked & BLOCKED_FLOOR))
|
|
pmove.onground = true;
|
|
}
|
|
}
|
|
|
|
|
|
static plane_t groundplane; //valid only when pmove.onground
|
|
|
|
/*
|
|
=============
|
|
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(pmove.player_mins, tmin);
|
|
VectorCopy(pmove.player_maxs, tmax);
|
|
|
|
// //try tracing forwards+down
|
|
// VectorMA(pmove.origin, -48, up, point);
|
|
// VectorMA(point, 48, forward, point);
|
|
// trace = PM_TraceLine(pmove.origin, point);
|
|
// trace.fraction = 1;
|
|
// if (1)//trace.fraction == 1)
|
|
{ //getting desparate
|
|
VectorMA(pmove.origin, -48, up, point);
|
|
VectorMA(point, 48, forward, point);
|
|
trace = PM_TraceLine(pmove.origin, point);
|
|
}
|
|
if (trace.fraction == 1)
|
|
{
|
|
//try tracing directly down only (we may be stepping off a cliff)
|
|
VectorMA(pmove.origin, -48, up, point);
|
|
trace = PM_TraceLine(pmove.origin, point);
|
|
}
|
|
if (trace.fraction == 1)
|
|
{
|
|
vec3_t point2;
|
|
//try tracing back from the cliff to see if we can find the ground beyond
|
|
VectorMA(point, 48, forward, point2);
|
|
VectorMA(point2, 48, forward, point);
|
|
trace = PM_TraceLine(point2, point);
|
|
}
|
|
if (trace.fraction == 1)
|
|
{ //getting desparate
|
|
VectorMA(pmove.origin, -48, up, point);
|
|
VectorMA(point, -48, forward, point);
|
|
trace = PM_TraceLine(pmove.origin, point);
|
|
}
|
|
|
|
VectorCopy(tmin, pmove.player_mins);
|
|
VectorCopy(tmax, pmove.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 if (!movevars.pground || pmove.onground)
|
|
{
|
|
trace = PM_PlayerTrace (pmove.origin, point, MASK_PLAYERSOLID);
|
|
if (!trace.startsolid && trace.fraction < 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
|
|
{ //if the trace hit a slope, slide down the slope to see if we can find ground below. this should fix the 'base-of-slope-is-slide' bug.
|
|
vec3_t bounce;
|
|
PM_ClipVelocity (pmove.gravitydir, trace.plane.normal, bounce, 2);
|
|
VectorMA(trace.endpos, 1-trace.fraction, bounce, point);
|
|
trace = PM_PlayerTrace (trace.endpos, point, MASK_PLAYERSOLID);
|
|
}
|
|
|
|
if (!trace.startsolid && (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL))
|
|
pmove.onground = false;
|
|
else
|
|
{
|
|
pmove.onground = !trace.startsolid;
|
|
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 = CONTENTBIT_EMPTY;
|
|
|
|
//FIXME: gravitydir
|
|
VectorCopy(pmove.origin, point);
|
|
point[2] = pmove.origin[2] + pmove.player_mins[2] + 1;
|
|
cont = PM_PointContents (point);
|
|
|
|
if (cont & CONTENTBITS_FLUID)
|
|
{
|
|
pmove.watertype = cont;
|
|
pmove.waterlevel = 1;
|
|
point[2] = pmove.origin[2] + (pmove.player_mins[2] + pmove.player_maxs[2])*0.5;
|
|
cont = PM_PointContents (point);
|
|
if (cont & CONTENTBITS_FLUID)
|
|
{
|
|
pmove.waterlevel = 2;
|
|
point[2] = pmove.origin[2] + pmove.player_mins[2]+24+DEFAULT_VIEWHEIGHT;
|
|
cont = PM_PointContents (point);
|
|
if (cont & CONTENTBITS_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);
|
|
|
|
if (pmove.physents[0].model)
|
|
{
|
|
//contents-based ladders
|
|
if (cont & CONTENTBIT_LADDER)
|
|
{
|
|
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, MASK_PLAYERSOLID);
|
|
if (t.fraction < 1)
|
|
{
|
|
pmove.onladder = true;
|
|
pmove.onground = false; // too steep
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!movevars.pground && 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
|
|
=============
|
|
*/
|
|
static 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 == CONTENTBIT_WATER)
|
|
speed = 100;
|
|
else if (pmove.watertype == CONTENTBIT_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_secs)
|
|
return; // don't pogo stick
|
|
|
|
// check for jump bug
|
|
// groundplane normal was set in the call to PM_CategorizePosition
|
|
if (!movevars.pground && -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, -movevars.jumpspeed, pmove.gravitydir, pmove.velocity);
|
|
|
|
if (movevars.ktjump > 0 && pmove.pm_type != PM_WALLWALK)
|
|
{
|
|
if (movevars.ktjump > 1)
|
|
movevars.ktjump = 1;
|
|
if (pmove.velocity[2] < movevars.jumpspeed)
|
|
pmove.velocity[2] = pmove.velocity[2] * (1 - movevars.ktjump)
|
|
+ movevars.jumpspeed * movevars.ktjump;
|
|
}
|
|
|
|
pmove.jump_held = true; // don't jump again until released
|
|
pmove.jump_secs = pmove.cmd.seconds;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_CheckWaterJump
|
|
=============
|
|
*/
|
|
static void PM_CheckWaterJump (void)
|
|
{
|
|
vec3_t spot, spot2;
|
|
// int cont;
|
|
vec3_t flatforward;
|
|
trace_t tr;
|
|
vec3_t oldmin, oldmax;
|
|
|
|
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);
|
|
|
|
VectorCopy(pmove.player_mins, oldmin);
|
|
VectorCopy(pmove.player_maxs, oldmax);
|
|
VectorCopy(pmove.origin, spot);
|
|
spot[2] += 8 + 24+pmove.player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox
|
|
VectorMA (spot, 24, flatforward, spot2);
|
|
tr = PM_TraceLine(spot, spot2);
|
|
VectorCopy(oldmin, pmove.player_mins);
|
|
VectorCopy(oldmax, pmove.player_maxs);
|
|
if (tr.fraction == 1) //(possibly) give up if open at waist
|
|
{ //NQ bug workaround: NQ does waterjump checks inside prethink, and THEN sets waterlevel after.
|
|
//The player then moves to where waterlevel SHOULD be 3, except you're still allowed to waterjump because of last frame.
|
|
//Which is horrible buggy framerate-dependant behaviour...
|
|
//so lets just try again 2qu up.
|
|
//This'll cause slight prediction issues with other qw engines, and maybe some newly bugged maps, but those maps were probably already buggy with a low enough nq framerate.
|
|
spot[2] += 2;
|
|
spot2[2] += 2;
|
|
tr = PM_TraceLine(spot, spot2);
|
|
VectorCopy(oldmin, pmove.player_mins);
|
|
VectorCopy(oldmax, pmove.player_maxs);
|
|
if (tr.fraction == 1) //give up if open at waist
|
|
return;
|
|
}
|
|
spot[2] += 24;
|
|
spot2[2] += 24;
|
|
tr = PM_TraceLine(spot, spot2);
|
|
VectorCopy(oldmin, pmove.player_mins);
|
|
VectorCopy(oldmax, pmove.player_maxs);
|
|
if (tr.fraction < 1) //give up if blocked at eye
|
|
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
|
|
=================
|
|
*/
|
|
static void PM_NudgePosition (void)
|
|
{
|
|
vec3_t base, nudged;
|
|
int x, y, z;
|
|
int i;
|
|
static float sign[] = {0, -1/8.0, 1/8.0};
|
|
|
|
VectorCopy (pmove.origin, base);
|
|
|
|
//really we want to just use this here
|
|
//base[i] = MSG_FromCoord(MSG_ToCoord(pmove.origin[i], movevars.coordsize), movevars.coordsize);
|
|
//but it has overflow issues, so do things the painful way instead.
|
|
//this stuff is so annoying because we're trying to avoid biasing the position towards 0. you'll see the effects of that if you use a low forwardspeed or low sv_gamespeed etc, but its also noticable with default settings too.
|
|
if ((movevars.protocolflags & PRFL_FLOATCOORD) //float precision on the network. no need to truncate.
|
|
|| (movevars.protocolflags & PRFL_24BITCOORD)) //utter pain. we're never gonna use it anyway.
|
|
{
|
|
VectorCopy (base, nudged);
|
|
}
|
|
else if (movevars.protocolflags & PRFL_INT32COORD)
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (base[i] >= 0)
|
|
nudged[i] = (intmax_t)(base[i]*16+0.5f) / 16.0;
|
|
else
|
|
nudged[i] = (intmax_t)(base[i]*16-0.5f) / 16.0;
|
|
}
|
|
}
|
|
else if (1) //1/8th precision, but don't truncate because that screws everything up.
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (base[i] >= 0)
|
|
nudged[i] = (intmax_t)(base[i]*8+0.5f) / 8.0;
|
|
else
|
|
nudged[i] = (intmax_t)(base[i]*8-0.5f) / 8.0;
|
|
}
|
|
}
|
|
else for (i=0 ; i<3 ; i++)
|
|
nudged[i] = ((intmax_t) (pmove.origin[i] * 8)) * 0.125; //legacy compat, which biases towards the origin.
|
|
|
|
// VectorCopy (base, pmove.origin);
|
|
|
|
//if we're moving, allow that spot without snapping to any grid
|
|
// if (pmove.velocity[0] || pmove.velocity[1] || pmove.velocity[2])
|
|
// if (PM_TestPlayerPosition (pmove.origin))
|
|
// return;
|
|
|
|
//this is potentially 27 tests, and required for qw compat...
|
|
//with unquantized floors it often succeeds only after 19 checks. which sucks.
|
|
for (z=0 ; z<countof(sign) ; z++)
|
|
{
|
|
for (x=0 ; x<countof(sign) ; x++)
|
|
{
|
|
for (y=0 ; y<countof(sign) ; y++)
|
|
{
|
|
pmove.origin[0] = nudged[0] + sign[x];
|
|
pmove.origin[1] = nudged[1] + sign[y];
|
|
pmove.origin[2] = nudged[2] + sign[z];
|
|
if (PM_TestPlayerPosition (pmove.origin))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//still not managed it... be more agressive axially.
|
|
for (z=0 ; z<3; z++)
|
|
{
|
|
VectorCopy(base, pmove.origin);
|
|
pmove.origin[z] = nudged[z] + (2/8.0);
|
|
if (PM_TestPlayerPosition (pmove.origin))
|
|
return;
|
|
|
|
VectorCopy(base, pmove.origin);
|
|
pmove.origin[z] = nudged[z] - (2/8.0);
|
|
if (PM_TestPlayerPosition (pmove.origin))
|
|
return;
|
|
}
|
|
|
|
//be more aggresssive at moving up, to match NQ
|
|
for (z=1 ; z<movevars.stepheight ; z++)
|
|
{
|
|
for (x=0 ; x<3 ; x++)
|
|
{
|
|
for (y=0 ; y<3 ; y++)
|
|
{
|
|
pmove.origin[0] = nudged[0] + sign[x];
|
|
pmove.origin[1] = nudged[1] + sign[y];
|
|
pmove.origin[2] = nudged[2] + z;
|
|
if (PM_TestPlayerPosition (pmove.origin))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pmove.safeorigin_known && PM_TestPlayerPosition(pmove.safeorigin))
|
|
VectorCopy (pmove.safeorigin, pmove.origin);
|
|
else
|
|
VectorCopy (base, pmove.origin);
|
|
// Con_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)
|
|
{
|
|
// int i;
|
|
// int tmp; //for rounding
|
|
|
|
frametime = pmove.cmd.seconds * gamespeed;
|
|
pmove.numtouch = 0;
|
|
|
|
if (pmove.pm_type == PM_NONE || pmove.pm_type == PM_FREEZE)
|
|
{
|
|
PM_CategorizePosition ();
|
|
return;
|
|
}
|
|
|
|
// take angles directly from command
|
|
VectorCopy(pmove.cmd.viewangles, pmove.angles);
|
|
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 (movevars.autobunny && !pmove.onground)
|
|
pmove.jump_held = false;
|
|
|
|
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_secs)
|
|
{
|
|
pmove.jump_secs += pmove.cmd.seconds;
|
|
if (pmove.jump_secs > 0.050f)
|
|
pmove.jump_secs = 0;
|
|
}
|
|
|
|
|
|
if (!movevars.bunnyfriction)
|
|
PM_CheckJump (); //qw-style bunny
|
|
PM_Friction ();
|
|
|
|
if (pmove.waterlevel >= 2)
|
|
PM_WaterMove ();
|
|
else if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF)
|
|
PM_FlyMove ();
|
|
else if (pmove.onladder)
|
|
PM_LadderMove ();
|
|
else
|
|
PM_AirMove ();
|
|
|
|
if (movevars.bunnyfriction)
|
|
PM_CheckJump (); //nq-style bunny. note tick rate differences too.
|
|
|
|
/* //round to network precision
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
tmp = floor(pmove.velocity[i]*8 + 0.5);
|
|
pmove.velocity[i] = tmp/8.0;
|
|
tmp = floor(pmove.origin[i]*8 + 0.5);
|
|
pmove.origin[i] = tmp/8.0;
|
|
}
|
|
PM_NudgePosition ();
|
|
*/
|
|
// 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 (!movevars.pground && pmove.onground && -DotProduct(pmove.gravitydir, pmove.velocity) < -300
|
|
&& DotProduct(pmove.velocity, groundplane.normal) < -0.1)
|
|
{
|
|
PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1);
|
|
}
|
|
}
|