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https://github.com/nzp-team/fteqw.git
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6c5de8e8b1
Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
1459 lines
37 KiB
C
1459 lines
37 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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movevars_t movevars;
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playermove_t pmove;
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#define movevars_dpflags MOVEFLAG_QWCOMPAT
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#define movevars_maxairspeed 30
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#define movevars_jumpspeed 270
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float frametime;
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vec3_t forward, right, up;
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void PM_Init (void)
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{
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PM_InitBoxHull();
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}
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#define MIN_STEP_NORMAL 0.7 // roughly 45 degrees
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#define STOP_EPSILON 0.1
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#define BLOCKED_FLOOR 1
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#define BLOCKED_STEP 2
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#define BLOCKED_OTHER 4
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#define BLOCKED_ANY 7
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/*
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** Add an entity to touch list, discarding duplicates
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*/
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static void PM_AddTouchedEnt (int num)
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{
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if (pmove.numtouch == MAX_PHYSENTS)
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return;
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if (pmove.numtouch)
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if (pmove.touchindex[pmove.numtouch - 1] == num)
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return; // already added
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pmove.touchindex[pmove.numtouch] = num;
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VectorCopy(pmove.velocity, pmove.touchvel[pmove.numtouch]);
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pmove.numtouch++;
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}
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/*
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==================
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PM_ClipVelocity
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Slide off of the impacting object
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==================
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*/
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void PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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float backoff;
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float change;
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int i;
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backoff = DotProduct (in, normal) * overbounce;
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for (i=0 ; i<3 ; i++)
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{
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change = normal[i]*backoff;
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out[i] = in[i] - change;
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if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
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out[i] = 0;
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}
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}
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#include "pr_common.h"
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static qboolean PM_PortalTransform(world_t *w, int portalnum, vec3_t org, vec3_t move, vec3_t newang, vec3_t newvel)
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{
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vec3_t rounded;
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qboolean okay = true;
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wedict_t *portal = WEDICT_NUM_UB(w->progs, portalnum);
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int oself = *w->g.self;
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void *pr_globals = PR_globals(w->progs, PR_CURRENT);
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int i;
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int tmp;
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float f;
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*w->g.self = EDICT_TO_PROG(w->progs, portal);
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//transform origin+velocity etc
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VectorCopy(org, G_VECTOR(OFS_PARM0));
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VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1));
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VectorCopy(pmove.velocity, w->g.v_forward);
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VectorCopy(move, w->g.v_right);
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VectorCopy(pmove.gravitydir, w->g.v_up);
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if (!DotProduct(w->g.v_up, w->g.v_up))
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w->g.v_up[2] = -1;
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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for (i = 0; i < 3; i++)
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{
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tmp = floor(G_VECTOR(OFS_RETURN)[i]*8 + 0.5);
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rounded[i] = tmp/8.0;
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}
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//make sure the new origin is okay for the player. back out if its invalid.
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if (!PM_TestPlayerPosition(rounded, true))
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okay = false;
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else
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{
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VectorCopy(rounded, org);
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VectorCopy(w->g.v_forward, newvel);
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VectorCopy(w->g.v_right, move);
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// VectorCopy(w->g.v_up, pmove.gravitydir);
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//floor+floor, ish
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if (DotProduct(w->g.v_up, pmove.gravitydir) < 0.7)
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{
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f = DotProduct(newvel, newvel);
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if (f < 200*200)
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{
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VectorScale(newvel, 200 / sqrt(f), newvel);
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}
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}
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//transform the angles too
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VectorCopy(org, G_VECTOR(OFS_PARM0));
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VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1));
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AngleVectors(pmove.angles, w->g.v_forward, w->g.v_right, w->g.v_up);
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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VectorAngles(w->g.v_forward, w->g.v_up, newang, false);
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}
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*w->g.self = oself;
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return okay;
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}
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static trace_t PM_PlayerTracePortals(vec3_t start, vec3_t end, unsigned int solidmask, float *tookportal)
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{
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trace_t trace = PM_PlayerTrace (start, end, MASK_PLAYERSOLID);
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if (tookportal)
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*tookportal = 0;
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if (trace.entnum >= 0 && pmove.world)
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{
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physent_t *impact = &pmove.physents[trace.entnum];
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if (impact->isportal)
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{
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vec3_t move;
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vec3_t from;
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vec3_t newang, newvel;
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VectorCopy(trace.endpos, from); //just in case
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VectorSubtract(end, trace.endpos, move);
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if (PM_PortalTransform(pmove.world, impact->info, from, move, newang, newvel))
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{
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trace_t exit;
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int i, tmp;
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VectorAdd(from, move, end);
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//if we follow the portal, then we basically need to restart from the other side.
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exit = PM_PlayerTrace (from, end, MASK_PLAYERSOLID);
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for (i = 0; i < 3; i++)
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{
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tmp = floor(exit.endpos[i]*8 + 0.5);
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exit.endpos[i] = tmp/8.0;
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}
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if (PM_TestPlayerPosition(exit.endpos, false))
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{
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if (tookportal)
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*tookportal = trace.fraction;
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VectorCopy(newang, pmove.angles);
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VectorCopy(newvel, pmove.velocity);
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return exit;
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}
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}
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}
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}
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return trace;
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}
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/*
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============
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PM_SlideMove
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The basic solid body movement clip that slides along multiple planes
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============
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*/
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#define MAX_CLIP_PLANES 5
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int PM_SlideMove (void)
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{
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int bumpcount, numbumps;
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vec3_t dir;
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float d;
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int numplanes;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity, original_velocity;
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int i, j;
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trace_t trace;
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vec3_t end;
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float time_left;
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int blocked;
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float tookportal;
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vec3_t start;
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numbumps = 4;
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blocked = 0;
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VectorCopy (pmove.velocity, original_velocity);
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VectorCopy (pmove.velocity, primal_velocity);
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numplanes = 0;
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time_left = frametime;
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// VectorAdd(pmove.velocity, pmove.basevelocity, pmove.velocity);
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for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
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{
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for (i=0 ; i<3 ; i++)
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end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
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VectorCopy(pmove.origin, start);
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trace = PM_PlayerTracePortals (start, end, MASK_PLAYERSOLID, &tookportal);
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if (tookportal)
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{
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//made progress, but hit a portal
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time_left -= time_left * tookportal;
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VectorCopy (pmove.velocity, primal_velocity);
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VectorCopy (pmove.velocity, original_velocity);
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numplanes = 0;
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}
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if (trace.startsolid || trace.allsolid)
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{ // entity is trapped in another solid
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VectorClear (pmove.velocity);
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return 3;
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}
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if (trace.fraction > 0)
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{ // actually covered some distance
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VectorCopy (trace.endpos, pmove.origin);
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numplanes = 0;
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}
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if (trace.fraction == 1)
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break; // moved the entire distance
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// save entity for contact
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PM_AddTouchedEnt (trace.entnum);
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if (trace.plane.normal[2] >= MIN_STEP_NORMAL)
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blocked |= BLOCKED_FLOOR;
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else if (!trace.plane.normal[2])
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blocked |= BLOCKED_STEP;
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else
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blocked |= BLOCKED_OTHER;
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time_left -= time_left * trace.fraction;
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// cliped to another plane
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if (numplanes >= MAX_CLIP_PLANES)
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{ // this shouldn't really happen
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VectorClear (pmove.velocity);
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break;
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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//
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// modify original_velocity so it parallels all of the clip planes
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//
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for (i=0 ; i<numplanes ; i++)
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{
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if (movevars.walljump == 2) //just bounce off!
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{ //pinball
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PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
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return blocked;
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}
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//regular run at a wall and jump off
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if (movevars.walljump && planes[i][2] != 1 //not on floors
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&& Length(pmove.velocity)>200 && pmove.cmd.buttons & 2 && !pmove.jump_held && !pmove.waterjumptime)
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{
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PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
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if (pmove.velocity[2] < movevars_jumpspeed)
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pmove.velocity[2] = movevars_jumpspeed;
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pmove.jump_msec = pmove.cmd.msec;
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pmove.jump_held = true;
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pmove.waterjumptime = 0;
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return blocked;
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}
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PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1);
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for (j=0 ; j<numplanes ; j++)
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if (j != i)
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{
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if (DotProduct (pmove.velocity, planes[j]) < 0)
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break; // not ok
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}
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if (j == numplanes)
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break;
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}
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if (i != numplanes)
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{ // go along this plane
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}
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else
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{ // go along the crease
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if (numplanes != 2)
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{
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VectorClear (pmove.velocity);
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break;
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}
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CrossProduct (planes[0], planes[1], dir);
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d = DotProduct (dir, pmove.velocity);
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VectorScale (dir, d, pmove.velocity);
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}
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//
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// if velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners
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//
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if (DotProduct (pmove.velocity, primal_velocity) <= 0)
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{
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VectorClear (pmove.velocity);
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break;
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}
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}
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if (pmove.waterjumptime)
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{
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VectorCopy (primal_velocity, pmove.velocity);
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}
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return blocked;
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}
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/*
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=============
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PM_StepSlideMove
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Each intersection will try to step over the obstruction instead of
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sliding along it.
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=============
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*/
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int PM_StepSlideMove (qboolean in_air)
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{
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vec3_t dest;
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trace_t trace;
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vec3_t original, originalvel, down, up, downvel;
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float downdist, updist;
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int blocked;
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float stepsize;
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// try sliding forward both on ground and up 16 pixels
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// take the move that goes farthest
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VectorCopy (pmove.origin, original);
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VectorCopy (pmove.velocity, originalvel);
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blocked = PM_SlideMove ();
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if (!blocked)
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{
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if (!in_air && movevars.stepdown)
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{ //if we were onground, try stepping down after the move to try to stay on said ground.
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VectorMA (pmove.origin, movevars.stepheight, pmove.gravitydir, dest);
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trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
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if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) > MIN_STEP_NORMAL)
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{
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if (!trace.startsolid && !trace.allsolid)
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VectorCopy (trace.endpos, pmove.origin);
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}
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}
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return blocked; // moved the entire distance
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}
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if (in_air)
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{
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// don't let us step up unless it's indeed a step we bumped in
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// (that is, there's solid ground below)
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float *org;
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if (!(blocked & BLOCKED_STEP))
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return blocked;
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org = (-DotProduct(pmove.gravitydir, originalvel) < 0) ? pmove.origin : original;
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VectorMA (org, movevars.stepheight, pmove.gravitydir, dest);
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trace = PM_PlayerTrace (org, dest, MASK_PLAYERSOLID);
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if (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
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return blocked;
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// adjust stepsize, otherwise it would be possible to walk up a
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// a step higher than STEPSIZE
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//FIXME gravitydir, portals
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stepsize = movevars.stepheight - (org[2] - trace.endpos[2]);
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}
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else
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stepsize = movevars.stepheight;
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VectorCopy (pmove.origin, down);
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VectorCopy (pmove.velocity, downvel);
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VectorCopy (original, pmove.origin);
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VectorCopy (originalvel, pmove.velocity);
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// move up a stair height
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VectorMA (pmove.origin, -stepsize, pmove.gravitydir, dest);
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trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
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if (!trace.startsolid && !trace.allsolid)
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{
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VectorCopy (trace.endpos, pmove.origin);
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}
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if ((in_air || movevars.slidefix) && -DotProduct(pmove.gravitydir, original) < 0)
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VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
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PM_SlideMove ();
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// press down the stepheight
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VectorMA (pmove.origin, stepsize, pmove.gravitydir, dest);
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trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
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if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
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goto usedown;
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if (!trace.startsolid && !trace.allsolid)
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{
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VectorCopy (trace.endpos, pmove.origin);
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}
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if (-DotProduct(pmove.gravitydir, pmove.origin) < -DotProduct(pmove.gravitydir, original))
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goto usedown;
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VectorCopy (pmove.origin, up);
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// decide which one went farther (in the forwards direction regardless of step values)
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VectorSubtract(down, original, dest);
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VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
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downdist = DotProduct(dest, dest);
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VectorSubtract(up, original, dest);
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VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
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updist = DotProduct(dest, dest);
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if (downdist >= updist)
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{
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usedown:
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VectorCopy (down, pmove.origin);
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VectorCopy (downvel, pmove.velocity);
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return blocked;
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}
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// copy z value from slide move
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VectorMA(pmove.velocity, DotProduct(downvel, pmove.gravitydir)-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=downvel
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if (!pmove.onground && pmove.waterlevel < 2 && (blocked & BLOCKED_STEP)) {
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float scale;
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// in pm_airstep mode, walking up a 16 unit high step
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// will kill 16% of horizontal velocity
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scale = 1 - 0.01*(pmove.origin[2] - original[2]);
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//FIXME gravitydir
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pmove.velocity[0] *= scale;
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pmove.velocity[1] *= scale;
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}
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return blocked;
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}
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/*
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==================
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PM_Friction
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Handles both ground friction and water friction
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==================
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*/
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void PM_Friction (void)
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{
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float speed, newspeed, control;
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float friction;
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float drop;
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vec3_t start, stop;
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trace_t trace;
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if (pmove.waterjumptime)
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return;
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speed = Length(pmove.velocity);
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if (speed < 1)
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{
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|
//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_dpflags & MOVEFLAG_QWEDGEBOX) //quirky qw behaviour uses a tracebox, which
|
|
trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID);
|
|
else
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
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(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_PlayerTracePortals (pmove.origin, point, MASK_PLAYERSOLID, NULL);
|
|
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_PlayerTracePortals (trace.endpos, point, MASK_PLAYERSOLID, NULL);
|
|
}
|
|
|
|
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 = FTECONTENTS_EMPTY;
|
|
|
|
//FIXME: gravitydir
|
|
VectorCopy(pmove.origin, point);
|
|
point[2] = pmove.origin[2] + pmove.player_mins[2] + 1;
|
|
cont = PM_PointContents (point);
|
|
|
|
if (cont & FTECONTENTS_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 & FTECONTENTS_FLUID)
|
|
{
|
|
pmove.waterlevel = 2;
|
|
point[2] = pmove.origin[2] + pmove.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);
|
|
|
|
if (pmove.physents[0].model)
|
|
{
|
|
#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);
|
|
|
|
pmove.physents[0].model->funcs.NativeTrace(pmove.physents[0].model, 0, PE_FRAMESTATE, NULL, pmove.origin, fwd1, pmove.player_mins, pmove.player_maxs, pmove.capsule, MASK_PLAYERSOLID, &t);
|
|
if (t.surface && 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, 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 == 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 (!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_msec = pmove.cmd.msec;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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);
|
|
|
|
#if 1 //NQ does a traceline, which gives more permissive results. This is required for various maps that have awkward water jumps.
|
|
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;
|
|
#else
|
|
VectorMA (pmove.origin, 24, flatforward, spot);
|
|
spot[2] += 8 + 24+pmove.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;
|
|
#endif
|
|
// 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;
|
|
int x, y, z;
|
|
int i;
|
|
static float sign[5] = {0, -1/8.0, 1/8.0, -2/8.0, 2/8.0};
|
|
|
|
VectorCopy (pmove.origin, base);
|
|
|
|
if (movevars.coordsize) for (i=0 ; i<3 ; i++)
|
|
base[i] = MSG_FromCoord(MSG_ToCoord(base[i], movevars.coordsize), movevars.coordsize); //higher precision or at least with more accurate rounding
|
|
else for (i=0 ; i<3 ; i++)
|
|
base[i] = ((int) (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, false))
|
|
// return;
|
|
|
|
for (z=0 ; z<countof(sign) ; z++)
|
|
{
|
|
for (x=0 ; x<countof(sign) ; x++)
|
|
{
|
|
for (y=0 ; y<countof(sign) ; y++)
|
|
{
|
|
pmove.origin[0] = base[0] + sign[x];
|
|
pmove.origin[1] = base[1] + sign[y];
|
|
pmove.origin[2] = base[2] + sign[z];
|
|
if (PM_TestPlayerPosition (pmove.origin, false))
|
|
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] = base[0] + sign[x];
|
|
pmove.origin[1] = base[1] + sign[y];
|
|
pmove.origin[2] = base[2] + z;
|
|
if (PM_TestPlayerPosition (pmove.origin, false))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pmove.safeorigin_known)
|
|
VectorCopy (pmove.safeorigin, pmove.origin);
|
|
else
|
|
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)
|
|
{
|
|
// int i;
|
|
// int tmp; //for rounding
|
|
|
|
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 || pmove.pm_type == PM_6DOF)
|
|
PM_FlyMove ();
|
|
else if (pmove.onladder)
|
|
PM_LadderMove ();
|
|
else
|
|
PM_AirMove ();
|
|
|
|
/* //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);
|
|
}
|
|
}
|