q3rally/engine/code/game/bg_pmove.c
q3rally ae3c64ee50 commit for 0.0.3.0 release (code freeze)
tweaked telefrag gun
updated roadmap
updated discord logo in main menu
version upcount
2021-05-13 16:02:43 +00:00

2889 lines
64 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
This file is part of q3rally source code.
q3rally source code 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.
q3rally source code 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 q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate
#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
pmove_t *pm;
pml_t pml;
// movement parameters
float pm_stopspeed = 100.0f;
float pm_duckScale = 0.25f;
float pm_swimScale = 0.50f;
float pm_accelerate = 10.0f;
float pm_airaccelerate = 1.0f;
float pm_wateraccelerate = 4.0f;
float pm_flyaccelerate = 8.0f;
float pm_friction = 6.0f;
float pm_waterfriction = 1.0f;
float pm_flightfriction = 3.0f;
float pm_spectatorfriction = 5.0f;
int c_pmove = 0;
// STONELANCE
int curDelay;
// END
/*
===============
PM_AddEvent
===============
*/
void PM_AddEvent( int newEvent ) {
BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
}
/*
===============
PM_AddTouchEnt
===============
*/
// STONELANCE
// void PM_AddTouchEnt( int entityNum ) {
void PM_AddTouchEnt( int entityNum, vec3_t hitOrigin ) {
// END
int i;
if ( entityNum == ENTITYNUM_WORLD ) {
return;
}
if ( pm->numtouch == MAXTOUCH ) {
return;
}
// see if it is already added
for ( i = 0 ; i < pm->numtouch ; i++ ) {
if ( pm->touchents[ i ] == entityNum ) {
return;
}
}
// add it
pm->touchents[pm->numtouch] = entityNum;
// STONELANCE
VectorCopy(hitOrigin, pm->touchPos[pm->numtouch]);
// END
pm->numtouch++;
}
/*
===================
PM_StartTorsoAnim
===================
*/
static void PM_StartTorsoAnim( int anim ) {
if ( pm->ps->pm_type >= PM_DEAD ) {
return;
}
// STONELANCE
/*
pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
| anim;
*/
// END
}
#if 0
static void PM_StartLegsAnim( int anim ) {
if ( pm->ps->pm_type >= PM_DEAD ) {
return;
}
// STONELANCE
/*
if ( pm->ps->legsTimer > 0 ) {
return; // a high priority animation is running
}
pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
| anim;
*/
// END
}
static void PM_ContinueLegsAnim( int anim ) {
if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
return;
}
// STONELANCE
/*
if ( pm->ps->legsTimer > 0 ) {
return; // a high priority animation is running
}
PM_StartLegsAnim( anim );
*/
// END
}
static void PM_ContinueTorsoAnim( int anim ) {
if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
return;
}
// STONELANCE
/*
if ( pm->ps->torsoTimer > 0 ) {
return; // a high priority animation is running
}
PM_StartTorsoAnim( anim );
*/
// END
}
static void PM_ForceLegsAnim( int anim ) {
pm->ps->legsTimer = 0;
PM_StartLegsAnim( anim );
}
#endif
/*
==================
PM_ClipVelocity
Slide off of the impacting surface
==================
*/
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
float backoff;
float change;
int i;
backoff = DotProduct (in, normal);
if ( backoff < 0 ) {
backoff *= overbounce;
} else {
backoff /= overbounce;
}
for ( i=0 ; i<3 ; i++ ) {
change = normal[i]*backoff;
out[i] = in[i] - change;
}
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
static void PM_Friction( void ) {
vec3_t vec;
float *vel;
float speed, newspeed, control;
float drop;
vel = pm->ps->velocity;
VectorCopy( vel, vec );
if ( pml.walking ) {
vec[2] = 0; // ignore slope movement
}
speed = VectorLength(vec);
if (speed < 1) {
vel[0] = 0;
vel[1] = 0; // allow sinking underwater
// FIXME: still have z friction underwater?
return;
}
drop = 0;
// apply ground friction
if ( pm->waterlevel <= 1 ) {
if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
// if getting knocked back, no friction
if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*pm_friction*pml.frametime;
}
}
}
// apply water friction even if just wading
if ( pm->waterlevel ) {
drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
}
// apply flying friction
// STONELANCE
/*
if ( pm->ps->powerups[PW_FLIGHT]) {
drop += speed*pm_flightfriction*pml.frametime;
}
*/
// END
if ( pm->ps->pm_type == PM_SPECTATOR) {
drop += speed*pm_spectatorfriction*pml.frametime;
}
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0) {
newspeed = 0;
}
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
vel[2] = vel[2] * newspeed;
}
/*
==============
PM_Accelerate
Handles user intended acceleration
==============
*/
static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
#if 1
// q2 style
int i;
float addspeed, accelspeed, currentspeed;
currentspeed = DotProduct (pm->ps->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0) {
return;
}
accelspeed = accel*pml.frametime*wishspeed;
if (accelspeed > addspeed) {
accelspeed = addspeed;
}
for (i=0 ; i<3 ; i++) {
pm->ps->velocity[i] += accelspeed*wishdir[i];
}
#else
// proper way (avoids strafe jump maxspeed bug), but feels bad
vec3_t wishVelocity;
vec3_t pushDir;
float pushLen;
float canPush;
VectorScale( wishdir, wishspeed, wishVelocity );
VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
pushLen = VectorNormalize( pushDir );
canPush = accel*pml.frametime*wishspeed;
if (canPush > pushLen) {
canPush = pushLen;
}
VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
#endif
}
/*
============
PM_CmdScale
Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
static float PM_CmdScale( usercmd_t *cmd ) {
int max;
float total;
float scale;
max = abs( cmd->forwardmove );
if ( abs( cmd->rightmove ) > max ) {
max = abs( cmd->rightmove );
}
if ( abs( cmd->upmove ) > max ) {
max = abs( cmd->upmove );
}
if ( !max ) {
return 0;
}
total = sqrt( cmd->forwardmove * cmd->forwardmove
+ cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove );
scale = (float)pm->ps->speed * max / ( 127.0 * total );
return scale;
}
/*
================
PM_SetMovementDir
Determine the rotation of the legs relative
to the facing dir
================
*/
// STONELANCE - removed
/*
static void PM_SetMovementDir( void ) {
if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 0;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 1;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 2;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 3;
} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 4;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 5;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 6;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 7;
}
} else {
// if they aren't actively going directly sideways,
// change the animation to the diagonal so they
// don't stop too crooked
if ( pm->ps->movementDir == 2 ) {
pm->ps->movementDir = 1;
} else if ( pm->ps->movementDir == 6 ) {
pm->ps->movementDir = 7;
}
}
}
*/
// END
/*
=============
PM_CheckJump
=============
*/
// STONELANCE - removed
/*
static qboolean PM_CheckJump( void ) {
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse; // don't allow jump until all buttons are up
}
if ( pm->cmd.upmove < 10 ) {
// not holding jump
return qfalse;
}
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
return qfalse;
}
pml.groundPlane = qfalse; // jumping away
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->velocity[2] = JUMP_VELOCITY;
PM_AddEvent( EV_JUMP );
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( LEGS_JUMP );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
return qtrue;
}
*/
// END
/*
=============
PM_CheckWaterJump
=============
*/
// STOENLANCE - removed function
/*
static qboolean PM_CheckWaterJump( void ) {
vec3_t spot;
int cont;
vec3_t flatforward;
if (pm->ps->pm_time) {
return qfalse;
}
// check for water jump
if ( pm->waterlevel != 2 ) {
return qfalse;
}
flatforward[0] = pml.forward[0];
flatforward[1] = pml.forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pm->ps->origin, 30, flatforward, spot);
spot[2] += 4;
cont = pm->pointcontents (spot, pm->ps->clientNum );
if ( !(cont & CONTENTS_SOLID) ) {
return qfalse;
}
spot[2] += 16;
cont = pm->pointcontents (spot, pm->ps->clientNum );
if ( cont & (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) ) {
return qfalse;
}
// jump out of water
VectorScale (pml.forward, 200, pm->ps->velocity);
pm->ps->velocity[2] = 350;
pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
pm->ps->pm_time = 2000;
return qtrue;
}
*/
// END
//============================================================================
/*
===================
PM_WaterJumpMove
Flying out of the water
===================
*/
// STONELANCE - removed function
/*
static void PM_WaterJumpMove( void ) {
// waterjump has no control, but falls
PM_StepSlideMove( qtrue );
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
if (pm->ps->velocity[2] < 0) {
// cancel as soon as we are falling down again
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
}
}
*/
// END
/*
===================
PM_WaterMove
===================
*/
// STONELANCE - removed
/*
static void PM_WaterMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float vel;
if ( PM_CheckWaterJump() ) {
PM_WaterJumpMove();
return;
}
#if 0
// jump = head for surface
if ( pm->cmd.upmove >= 10 ) {
if (pm->ps->velocity[2] > -300) {
if ( pm->watertype & CONTENTS_WATER ) {
pm->ps->velocity[2] = 100;
} else if ( pm->watertype & CONTENTS_SLIME ) {
pm->ps->velocity[2] = 80;
} else {
pm->ps->velocity[2] = 50;
}
}
}
#endif
PM_Friction ();
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale ) {
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = -60; // sink towards bottom
} else {
for (i=0 ; i<3 ; i++)
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if ( wishspeed > pm->ps->speed * pm_swimScale ) {
wishspeed = pm->ps->speed * pm_swimScale;
}
PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);
// make sure we can go up slopes easily under water
if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
PM_SlideMove( qfalse );
}
*/
// END
#ifdef MISSIONPACK
/*
===================
PM_InvulnerabilityMove
Only with the invulnerability powerup
===================
*/
static void PM_InvulnerabilityMove( void ) {
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
VectorClear(pm->ps->velocity);
}
#endif
/*
===================
PM_FlyMove
Only with the flight powerup
===================
*/
static void PM_FlyMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
// normal slowdown
PM_Friction ();
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale ) {
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = 0;
} else {
for (i=0 ; i<3 ; i++) {
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
}
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate);
PM_StepSlideMove( qfalse );
}
/*
===================
PM_AirMove
===================
*/
// STONELANCE - removed
/*
static void PM_AirMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
for ( i = 0 ; i < 2 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
// not on ground, so little effect on velocity
PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
if ( pml.groundPlane ) {
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
#if 0
//ZOID: If we are on the grapple, try stair-stepping
//this allows a player to use the grapple to pull himself
//over a ledge
if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
PM_StepSlideMove ( qtrue );
else
PM_SlideMove ( qtrue );
#endif
PM_StepSlideMove ( qtrue );
}
*/
// END
/*
===================
PM_GrappleMove
===================
*/
// STONELANCE - removed
/*
static void PM_GrappleMove( void ) {
vec3_t vel, v;
float vlen;
VectorScale(pml.forward, -16, v);
VectorAdd(pm->ps->grapplePoint, v, v);
VectorSubtract(v, pm->ps->origin, vel);
vlen = VectorLength(vel);
VectorNormalize( vel );
if (vlen <= 100)
VectorScale(vel, 10 * vlen, vel);
else
VectorScale(vel, 800, vel);
VectorCopy(vel, pm->ps->velocity);
pml.groundPlane = qfalse;
}
*/
// END
/*
===================
PM_WalkMove
===================
*/
// STONELANCE - removed
/*
static void PM_WalkMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float accelerate;
float vel;
if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
// begin swimming
PM_WaterMove();
return;
}
if ( PM_CheckJump () ) {
// jumped away
if ( pm->waterlevel > 1 ) {
PM_WaterMove();
} else {
PM_AirMove();
}
return;
}
PM_Friction ();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
// project the forward and right directions onto the ground plane
PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
//
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
for ( i = 0 ; i < 3 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
// when going up or down slopes the wish velocity should Not be zero
// wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
// clamp the speed lower if ducking
if ( pm->ps->pm_flags & PMF_DUCKED ) {
if ( wishspeed > pm->ps->speed * pm_duckScale ) {
wishspeed = pm->ps->speed * pm_duckScale;
}
}
// clamp the speed lower if wading or walking on the bottom
if ( pm->waterlevel ) {
float waterScale;
waterScale = pm->waterlevel / 3.0;
waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
if ( wishspeed > pm->ps->speed * waterScale ) {
wishspeed = pm->ps->speed * waterScale;
}
}
// when a player gets hit, they temporarily lose
// full control, which allows them to be moved a bit
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
accelerate = pm_airaccelerate;
} else {
accelerate = pm_accelerate;
}
PM_Accelerate (wishdir, wishspeed, accelerate);
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
} else {
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
}
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
// don't decrease velocity when going up or down a slope
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
// don't do anything if standing still
if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
return;
}
PM_StepSlideMove( qfalse );
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
}
*/
// END
/*
==============
PM_DeadMove
==============
*/
// STONELANCE - removed function
/*
static void PM_DeadMove( void ) {
float forward;
if ( !pml.walking ) {
return;
}
// extra friction
forward = VectorLength (pm->ps->velocity);
forward -= 20;
if ( forward <= 0 ) {
VectorClear (pm->ps->velocity);
} else {
VectorNormalize (pm->ps->velocity);
VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
}
}
*/
// END
/*
===============
PM_NoclipMove
===============
*/
static void PM_NoclipMove( void ) {
float speed, drop, friction, control, newspeed;
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
// friction
speed = VectorLength (pm->ps->velocity);
if (speed < 1)
{
VectorCopy (vec3_origin, pm->ps->velocity);
}
else
{
drop = 0;
friction = pm_friction*1.5; // extra friction
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
}
// accelerate
scale = PM_CmdScale( &pm->cmd );
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
for (i=0 ; i<3 ; i++)
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
wishvel[2] += pm->cmd.upmove;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
PM_Accelerate( wishdir, wishspeed, pm_accelerate );
// move
VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
// STONELANCE
pm->ps->viewangles[YAW] = SHORT2ANGLE(pm->ps->damageYaw);
PM_InitializeVehicle(pm->car, pm->ps->origin, pm->ps->viewangles, pm->ps->velocity /* , pm->car_frontweight_dist */ );
// END
}
//============================================================================
/*
================
PM_FootstepForSurface
Returns an event number appropriate for the groundsurface
================
*/
// STONELANCE - removed function
/*
static int PM_FootstepForSurface( void ) {
if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) {
return 0;
}
if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) {
return EV_FOOTSTEP_METAL;
}
return EV_FOOTSTEP;
}
*/
// END
/*
=================
PM_CrashLand
Check for hard landings that generate sound events
=================
*/
// STONELANCE - removed function
/*
static void PM_CrashLand( void ) {
float delta;
float dist;
float vel, acc;
float t;
float a, b, c, den;
// decide which landing animation to use
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) {
PM_ForceLegsAnim( LEGS_LANDB );
} else {
PM_ForceLegsAnim( LEGS_LAND );
}
pm->ps->legsTimer = TIMER_LAND;
// calculate the exact velocity on landing
dist = pm->ps->origin[2] - pml.previous_origin[2];
vel = pml.previous_velocity[2];
acc = -pm->ps->gravity;
a = acc / 2;
b = vel;
c = -dist;
den = b * b - 4 * a * c;
if ( den < 0 ) {
return;
}
t = (-b - sqrt( den ) ) / ( 2 * a );
delta = vel + t * acc;
delta = delta*delta * 0.0001;
// ducking while falling doubles damage
if ( pm->ps->pm_flags & PMF_DUCKED ) {
delta *= 2;
}
// never take falling damage if completely underwater
if ( pm->waterlevel == 3 ) {
return;
}
// reduce falling damage if there is standing water
if ( pm->waterlevel == 2 ) {
delta *= 0.25;
}
if ( pm->waterlevel == 1 ) {
delta *= 0.5;
}
if ( delta < 1 ) {
return;
}
// create a local entity event to play the sound
// SURF_NODAMAGE is used for bounce pads where you don't ever
// want to take damage or play a crunch sound
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) {
if ( delta > 60 ) {
PM_AddEvent( EV_FALL_FAR );
} else if ( delta > 40 ) {
// this is a pain grunt, so don't play it if dead
if ( pm->ps->stats[STAT_HEALTH] > 0 ) {
PM_AddEvent( EV_FALL_MEDIUM );
}
} else if ( delta > 7 ) {
PM_AddEvent( EV_FALL_SHORT );
} else {
PM_AddEvent( PM_FootstepForSurface() );
}
}
// start footstep cycle over
pm->ps->bobCycle = 0;
}
*/
// END
/*
=============
PM_CheckStuck
=============
*/
/*
void PM_CheckStuck(void) {
trace_t trace;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
//int shit = qtrue;
}
}
*/
/*
=============
PM_CorrectAllSolid
=============
*/
// STONELANCE - removed
/*
static int PM_CorrectAllSolid( trace_t *trace ) {
int i, j, k;
vec3_t point;
if ( pm->debugLevel ) {
Com_Printf("%i:allsolid\n", c_pmove);
}
// jitter around
for (i = -1; i <= 1; i++) {
for (j = -1; j <= 1; j++) {
for (k = -1; k <= 1; k++) {
VectorCopy(pm->ps->origin, point);
point[0] += (float) i;
point[1] += (float) j;
point[2] += (float) k;
pm->trace (trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
if ( !trace->allsolid ) {
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
pm->trace (trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
pml.groundTrace = *trace;
return qtrue;
}
}
}
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
return qfalse;
}
*/
// END
/*
=============
PM_GroundTraceMissed
The ground trace didn't hit a surface, so we are in freefall
=============
*/
static void PM_GroundTraceMissed( void ) {
trace_t trace;
vec3_t point;
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) {
// we just transitioned into freefall
if ( pm->debugLevel ) {
Com_Printf("%i:lift\n", c_pmove);
}
// if they aren't in a jumping animation and the ground is a ways away, force into it
// if we didn't do the trace, the player would be backflipping down staircases
VectorCopy( pm->ps->origin, point );
point[2] -= 64;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
// STONELANCE
/*
if ( trace.fraction == 1.0 ) {
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( LEGS_JUMP );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
}
*/
// END
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
/*
=============
PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
vec3_t point;
trace_t trace;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
pml.groundTrace = trace;
// do something corrective if the trace starts in a solid...
// STONELANCE - dont bother with this
/*
if ( trace.allsolid ) {
if ( !PM_CorrectAllSolid(&trace) )
return;
}
*/
// END
// if the trace didn't hit anything, we are in free fall
if ( trace.fraction == 1.0 ) {
PM_GroundTraceMissed();
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// check if getting thrown off the ground
if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) {
if ( pm->debugLevel ) {
Com_Printf("%i:kickoff\n", c_pmove);
}
// go into jump animation
// STONELANCE
/*
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( LEGS_JUMP );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
*/
// END
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// slopes that are too steep will not be considered onground
if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) {
if ( pm->debugLevel ) {
Com_Printf("%i:steep\n", c_pmove);
}
// FIXME: if they can't slide down the slope, let them
// walk (sharp crevices)
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qtrue;
pml.walking = qfalse;
return;
}
pml.groundPlane = qtrue;
pml.walking = qtrue;
// hitting solid ground will end a waterjump
if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
{
pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
pm->ps->pm_time = 0;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
// just hit the ground
if ( pm->debugLevel ) {
Com_Printf("%i:Land\n", c_pmove);
}
// STONELANCE - removed function
// PM_CrashLand();
// END
// don't do landing time if we were just going down a slope
if ( pml.previous_velocity[2] < -200 ) {
// don't allow another jump for a little while
pm->ps->pm_flags |= PMF_TIME_LAND;
pm->ps->pm_time = 250;
}
}
pm->ps->groundEntityNum = trace.entityNum;
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
// STONELANCE - handled in bg_physics trace_points
// PM_AddTouchEnt( trace.entityNum );
// END
}
/*
=============
PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving
=============
*/
static void PM_SetWaterLevel( void ) {
vec3_t point;
int cont;
int sample1;
int sample2;
//
// get waterlevel, accounting for ducking
//
pm->waterlevel = 0;
pm->watertype = 0;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] + MINS_Z + 1;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
sample2 = pm->ps->viewheight - MINS_Z;
sample1 = sample2 / 2;
pm->watertype = cont;
pm->waterlevel = 1;
point[2] = pm->ps->origin[2] + MINS_Z + sample1;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
pm->waterlevel = 2;
point[2] = pm->ps->origin[2] + MINS_Z + sample2;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ){
pm->waterlevel = 3;
}
}
}
}
/*
==============
PM_CheckDuck
Sets mins, maxs, and pm->ps->viewheight
==============
*/
static void PM_CheckDuck (void)
{
trace_t trace;
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
if ( pm->ps->pm_flags & PMF_INVULEXPAND ) {
// invulnerability sphere has a 42 units radius
VectorSet( pm->mins, -42, -42, -42 );
VectorSet( pm->maxs, 42, 42, 42 );
}
else {
VectorSet( pm->mins, -15, -15, MINS_Z );
VectorSet( pm->maxs, 15, 15, 16 );
}
pm->ps->pm_flags |= PMF_DUCKED;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
return;
}
pm->ps->pm_flags &= ~PMF_INVULEXPAND;
pm->mins[0] = -15;
pm->mins[1] = -15;
pm->maxs[0] = 15;
pm->maxs[1] = 15;
pm->mins[2] = MINS_Z;
if (pm->ps->pm_type == PM_DEAD)
{
pm->maxs[2] = -8;
pm->ps->viewheight = DEAD_VIEWHEIGHT;
return;
}
if (pm->cmd.upmove < 0)
{ // duck
pm->ps->pm_flags |= PMF_DUCKED;
}
else
{ // stand up if possible
if (pm->ps->pm_flags & PMF_DUCKED)
{
// try to stand up
pm->maxs[2] = 32;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if (!trace.allsolid)
pm->ps->pm_flags &= ~PMF_DUCKED;
}
}
if (pm->ps->pm_flags & PMF_DUCKED)
{
pm->maxs[2] = 16;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
}
else
{
pm->maxs[2] = 32;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
}
}
//===================================================================
/*
===============
PM_Footsteps
===============
*/
// STOENLANCE - no feet = no footstep sounds - removed function
#if 0
static void PM_Footsteps( void ) {
float bobmove;
int old;
qboolean footstep;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
+ pm->ps->velocity[1] * pm->ps->velocity[1] );
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
PM_ContinueLegsAnim( LEGS_IDLECR );
}
// airborne leaves position in cycle intact, but doesn't advance
if ( pm->waterlevel > 1 ) {
PM_ContinueLegsAnim( LEGS_SWIM );
}
return;
}
// if not trying to move
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
if ( pm->xyspeed < 5 ) {
pm->ps->bobCycle = 0; // start at beginning of cycle again
if ( pm->ps->pm_flags & PMF_DUCKED ) {
PM_ContinueLegsAnim( LEGS_IDLECR );
} else {
PM_ContinueLegsAnim( LEGS_IDLE );
}
}
return;
}
footstep = qfalse;
if ( pm->ps->pm_flags & PMF_DUCKED ) {
bobmove = 0.5; // ducked characters bob much faster
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACKCR );
}
else {
PM_ContinueLegsAnim( LEGS_WALKCR );
}
// ducked characters never play footsteps
/*
} else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
bobmove = 0.4; // faster speeds bob faster
footstep = qtrue;
} else {
bobmove = 0.3;
}
PM_ContinueLegsAnim( LEGS_BACK );
*/
} else {
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
bobmove = 0.4f; // faster speeds bob faster
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACK );
}
else {
PM_ContinueLegsAnim( LEGS_RUN );
}
footstep = qtrue;
} else {
bobmove = 0.3f; // walking bobs slow
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACKWALK );
}
else {
PM_ContinueLegsAnim( LEGS_WALK );
}
}
}
// check for footstep / splash sounds
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an appropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
if ( pm->waterlevel == 0 ) {
// on ground will only play sounds if running
if ( footstep && !pm->noFootsteps ) {
PM_AddEvent( PM_FootstepForSurface() );
}
} else if ( pm->waterlevel == 1 ) {
// splashing
PM_AddEvent( EV_FOOTSPLASH );
} else if ( pm->waterlevel == 2 ) {
// wading / swimming at surface
PM_AddEvent( EV_SWIM );
} else if ( pm->waterlevel == 3 ) {
// no sound when completely underwater
}
}
}
#endif
// END
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void ) { // FIXME?
//
// if just entered a water volume, play a sound
//
if (!pml.previous_waterlevel && pm->waterlevel) {
PM_AddEvent( EV_WATER_TOUCH );
}
//
// if just completely exited a water volume, play a sound
//
if (pml.previous_waterlevel && !pm->waterlevel) {
PM_AddEvent( EV_WATER_LEAVE );
}
//
// check for head just going under water
//
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
PM_AddEvent( EV_WATER_UNDER );
}
//
// check for head just coming out of water
//
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
PM_AddEvent( EV_WATER_CLEAR );
}
}
/*
===============
PM_BeginWeaponChange
===============
*/
static void PM_BeginWeaponChange( int weapon ) {
// STONELANCE
// if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) {
if ( weapon <= WP_NONE || weapon >= RWP_SMOKE ) {
// END
return;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
return;
}
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
return;
}
PM_AddEvent( EV_CHANGE_WEAPON );
pm->ps->weaponstate = WEAPON_DROPPING;
pm->ps->weaponTime += 200;
PM_StartTorsoAnim( TORSO_DROP );
}
/*
===============
PM_FinishWeaponChange
===============
*/
static void PM_FinishWeaponChange( void ) {
int weapon;
weapon = pm->cmd.weapon;
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
weapon = WP_NONE;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
weapon = WP_NONE;
}
pm->ps->weapon = weapon;
pm->ps->weaponstate = WEAPON_RAISING;
pm->ps->weaponTime += 250;
PM_StartTorsoAnim( TORSO_RAISE );
}
/*
==============
PM_TorsoAnimation
==============
*/
// STONELANCE - removed
/*
static void PM_TorsoAnimation( void ) {
if ( pm->ps->weaponstate == WEAPON_READY ) {
if ( pm->ps->weapon == WP_GAUNTLET ) {
PM_ContinueTorsoAnim( TORSO_STAND2 );
} else {
PM_ContinueTorsoAnim( TORSO_STAND );
}
return;
}
}
*/
// END
/*
==============
PM_Weapon
Generates weapon events and modifes the weapon counter
==============
*/
static void PM_Weapon( void ) {
int addTime;
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// ignore if spectator
if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->ps->weapon = WP_NONE;
return;
}
// check for item using
if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
&& pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) {
// don't use medkit if at max health
} else {
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
}
return;
}
} else {
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
}
// make weapon function
// STONELANCE
// if ( pm->ps->weaponTime > 0 ) {
// pm->ps->weaponTime -= pml.msec;
if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) {
if ((pml.msec & NORMAL_WEAPON_TIME_MASK) >= (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK))
pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // = 0
else
pm->ps->weaponTime -= (pml.msec & NORMAL_WEAPON_TIME_MASK);
// END
}
// check for weapon change
// can't change if weapon is firing, but can change
// again if lowering or raising
// STONELANCE
// if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
// END
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
// STONELANCE
// if ( pm->ps->weaponTime > 0 ) {
if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) {
return;
}
// END
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( pm->ps->weaponstate == WEAPON_RAISING ) {
pm->ps->weaponstate = WEAPON_READY;
// STONELANCE
/*
if ( pm->ps->weapon == WP_GAUNTLET ) {
PM_StartTorsoAnim( TORSO_STAND2 );
} else {
PM_StartTorsoAnim( TORSO_STAND );
}
*/
// END
return;
}
// STONELANCE
if (pm->ps->weapon == WP_NONE){
return;
}
// END
// check for fire
if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) {
// STONELANCE
// pm->ps->weaponTime = 0;
pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK;
// END
pm->ps->weaponstate = WEAPON_READY;
return;
}
// start the animation even if out of ammo
if ( pm->ps->weapon == WP_GAUNTLET ) {
// the guantlet only "fires" when it actually hits something
if ( !pm->gauntletHit ) {
// STONELANCE
// pm->ps->weaponTime = 0;
pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK;
// END
pm->ps->weaponstate = WEAPON_READY;
return;
}
// STONELANCE
}
/*
PM_StartTorsoAnim( TORSO_ATTACK2 );
} else {
PM_StartTorsoAnim( TORSO_ATTACK );
}
*/
// END
pm->ps->weaponstate = WEAPON_FIRING;
// check for out of ammo
if ( ! pm->ps->ammo[ pm->ps->weapon ] ) {
PM_AddEvent( EV_NOAMMO );
// STONELANCE
// pm->ps->weaponTime += 500;
pm->ps->weaponTime += (500 & NORMAL_WEAPON_TIME_MASK);
// END
return;
}
// take an ammo away if not infinite
if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
pm->ps->ammo[ pm->ps->weapon ]--;
}
// fire weapon
PM_AddEvent( EV_FIRE_WEAPON );
switch( pm->ps->weapon ) {
default:
case WP_GAUNTLET:
addTime = 400;
break;
case WP_LIGHTNING:
addTime = 50;
break;
case WP_SHOTGUN:
addTime = 1000;
break;
case WP_MACHINEGUN:
addTime = 100;
break;
case WP_GRENADE_LAUNCHER:
//addTime = 800; //TBB - too fast
addTime = 1000; //TBB
break;
case WP_ROCKET_LAUNCHER:
//addTime = 800; //TBB - too fast
addTime = 1200; //TBB
break;
case WP_PLASMAGUN:
//addTime = 100; //TBB - too fast
addTime = 300; //TBB - compensate for slight increase damage relative to machine gun
break;
case WP_RAILGUN:
addTime = 1500;
break;
case WP_BFG:
addTime = 200;
break;
// Q3Rally Code Start
/*
case WP_GRAPPLING_HOOK:
addTime = 400;
break;
*/
case WP_FLAME_THROWER:
//addTime = 40; //TBB bit too short
addTime = 150;
break;
// Q3Rally Code END
#ifdef MISSIONPACK
case WP_NAILGUN:
addTime = 1000;
break;
case WP_PROX_LAUNCHER:
addTime = 800;
break;
case WP_CHAINGUN:
addTime = 30;
break;
#endif
}
#ifdef MISSIONPACK
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
addTime /= 1.5;
}
else
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
addTime /= 1.3;
}
else
#endif
if ( pm->ps->powerups[PW_HASTE] ) {
// STONELANCE
// addTime /= 1.3;
addTime /= 2.0;
// END
}
// STONELANCE
// pm->ps->weaponTime += addTime;
pm->ps->weaponTime += (addTime & NORMAL_WEAPON_TIME_MASK);
// END
}
/*
==============
PM_ALT_Weapon
Generates alt_weapon events and modifes the alt_weapon counter
==============
*/
static void PM_Alt_Weapon( void ) {
int addTime;
int ammo_use;
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// ignore if spectator
if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->ps->weapon = WP_NONE;
return;
}
// check for item using
if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
&& pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) {
// don't use medkit if at max health
} else {
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
}
return;
}
} else {
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
}
// make weapon function
// STONELANCE
// if ( pm->ps->weaponTime > 0 ) {
// pm->ps->weaponTime -= pml.msec;
if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) {
if ((pml.msec & NORMAL_WEAPON_TIME_MASK) >= (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK))
pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // = 0
else
pm->ps->weaponTime -= (pml.msec & NORMAL_WEAPON_TIME_MASK);
// END
}
// check for weapon change
// can't change if weapon is firing, but can change
// again if lowering or raising
// STONELANCE
// if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
// END
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
// STONELANCE
// if ( pm->ps->weaponTime > 0 ) {
if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) {
return;
}
// END
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( pm->ps->weaponstate == WEAPON_RAISING ) {
pm->ps->weaponstate = WEAPON_READY;
// STONELANCE
/*
if ( pm->ps->weapon == WP_GAUNTLET ) {
PM_StartTorsoAnim( TORSO_STAND2 );
} else {
PM_StartTorsoAnim( TORSO_STAND );
}
*/
// END
return;
}
// STONELANCE
if (pm->ps->weapon == WP_NONE){
return;
}
// END
// check for fire
if ( ! (pm->cmd.buttons & BUTTON_ALT_ATTACK) ) {
// STONELANCE
// pm->ps->weaponTime = 0;
pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK;
// END
pm->ps->weaponstate = WEAPON_READY;
return;
}
// start the animation even if out of ammo
if ( pm->ps->weapon == WP_GAUNTLET ) {
// the guantlet only "fires" when it actually hits something
if ( !pm->gauntletHit ) {
// STONELANCE
// pm->ps->weaponTime = 0;
pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK;
// END
pm->ps->weaponstate = WEAPON_READY;
return;
}
// STONELANCE
}
/*
PM_StartTorsoAnim( TORSO_ATTACK2 );
} else {
PM_StartTorsoAnim( TORSO_ATTACK );
}
*/
// END
pm->ps->weaponstate = WEAPON_FIRING;
// check for out of ammo
if ( ! pm->ps->ammo[ pm->ps->weapon ] ){
//if ( ! pm->ps->ammo[ pm->ps->weapon ] && pm->ps->ammo[ pm->ps->weapon ] < -1 ) {
PM_AddEvent( EV_NOAMMO );
// STONELANCE
// pm->ps->weaponTime += 500;
pm->ps->weaponTime += (500 & NORMAL_WEAPON_TIME_MASK);
// END
return;
}
/*
// take an ammo away if not infinite
if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
pm->ps->ammo[ pm->ps->weapon ]--;
}
*/
/* TBB - AMMO MANAGEMENT, the goal:
if there is not enough ammo to activate alt,
keep the same ammo amount without switching the weapon */
switch( pm->ps->weapon ) {
case WP_RAILGUN:
ammo_use = 10; //megarailgun
break;
case WP_LIGHTNING:
ammo_use = 1;
break;
case WP_MACHINEGUN:
ammo_use = 1;
break;
case WP_SHOTGUN:
ammo_use = 1;
break;
case WP_GRENADE_LAUNCHER:
ammo_use = 3; //there are 6 trajectories in g_missile.c: G_ExplodeCluster()
break;
case WP_ROCKET_LAUNCHER:
ammo_use = 1; //homing
break;
case WP_PLASMAGUN:
ammo_use = 1; //rotational defense
break;
case WP_BFG:
ammo_use = 1;
break;
case WP_FLAME_THROWER:
ammo_use = 3;
break;
default:
ammo_use = 1;
break;
}
if ( pm->ps->ammo[ pm->ps->weapon ] > ammo_use ) {
pm->ps->ammo[ pm->ps->weapon ] -= ammo_use;
} else if ( pm->ps->ammo[ pm->ps->weapon ] == ammo_use ) {
pm->ps->ammo[ pm->ps->weapon ] = 0;
} else if ( pm->ps->ammo[ pm->ps->weapon ] < ammo_use) {
pm->ps->ammo[ pm->ps->weapon ] = pm->ps->ammo[ pm->ps->weapon ];
return;
}
//TBB FIN
// fire weapon
PM_AddEvent( EV_ALTFIRE_WEAPON );
switch( pm->ps->weapon ) {
default:
case WP_GAUNTLET:
addTime = 400;
break;
case WP_LIGHTNING:
addTime = 50;
break;
case WP_SHOTGUN:
addTime = 1000;
break;
case WP_MACHINEGUN:
addTime = 100;
break;
case WP_GRENADE_LAUNCHER:
addTime = 1200;
break;
case WP_ROCKET_LAUNCHER:
addTime = 2000;
break;
case WP_PLASMAGUN:
//TBB - using alt plasma, will use up 2 more cells from regular 1
addTime = 1000; //TBB new plasmagun
//TBB FIN
break;
case WP_RAILGUN:
addTime = 3000;
break;
case WP_BFG:
addTime = 200;
break;
// Q3Rally Code Start
/*
case WP_GRAPPLING_HOOK:
addTime = 400;
break;
*/
case WP_FLAME_THROWER:
//TBB using alt flame, will use up 2 more flames from regular 1
//addTime = 40;
addTime = 300; //increased addtime for more control of ammo use per mouse click
//TBB FIN
break;
// Q3Rally Code END
#ifdef MISSIONPACK
case WP_NAILGUN:
addTime = 1000;
break;
case WP_PROX_LAUNCHER:
addTime = 800;
break;
case WP_CHAINGUN:
addTime = 30;
break;
#endif
}
#ifdef MISSIONPACK
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
addTime /= 1.5;
}
else
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
addTime /= 1.3;
}
else
#endif
if ( pm->ps->powerups[PW_HASTE] ) {
// STONELANCE
// addTime /= 1.3;
addTime /= 2.0;
// END
}
// STONELANCE
// pm->ps->weaponTime += addTime;
pm->ps->weaponTime += (addTime & NORMAL_WEAPON_TIME_MASK);
// END
}
// STONELANCE
/*
==============
PM_RearWeapon
Generates rearweapon events and modifes the weapon counter
==============
*/
void PM_RearWeapon( void ) {
int weapon, addTime, i;
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// ignore if spectator
if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->ps->weapon = WP_NONE;
return;
}
for (i = RWP_SMOKE; i < WP_NUM_WEAPONS; i++){
if (pm->ps->stats[STAT_WEAPONS] & ( 1 << i ) && !pm->ps->ammo[ i ]){
pm->ps->stats[STAT_WEAPONS] &= ~( 1 << i );
}
if (pm->ps->stats[STAT_WEAPONS] & ( 1 << i ) && pm->ps->ammo[ i ])
break;
}
if (i < WP_NUM_WEAPONS){
weapon = i;
}
else {
return; // no weapon
}
// make weapon function
if ( (pm->ps->weaponTime & REAR_WEAPON_TIME_MASK) > 0 ) {
if ((pml.msec & NORMAL_WEAPON_TIME_MASK) >= ((pm->ps->weaponTime & REAR_WEAPON_TIME_MASK) >> 16))
pm->ps->weaponTime &= NORMAL_WEAPON_TIME_MASK; // = 0
else
pm->ps->weaponTime -= ((pml.msec & NORMAL_WEAPON_TIME_MASK) << 16);
}
if ( (pm->ps->weaponTime & REAR_WEAPON_TIME_MASK) > 0 ) {
return;
}
// check for fire
if ( !(pm->cmd.buttons & BUTTON_REARATTACK) ) {
pm->ps->weaponTime &= NORMAL_WEAPON_TIME_MASK;
return;
}
// check for out of ammo
if ( !pm->ps->ammo[ weapon ] ) {
// PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += (500 & NORMAL_WEAPON_TIME_MASK) << 16;
return;
}
// take an ammo away if not infinite
if ( pm->ps->ammo[ weapon ] != -1 ) {
pm->ps->ammo[ weapon ]--;
}
// Com_Printf( "pm->ps->weaponTime %i\n", ( pm->ps->weaponTime & REAR_WEAPON_TIME_MASK ) >> 16 );
// fire weapon
#ifndef CGAME
BG_AddPredictableEventToPlayerstate( EV_FIRE_REARWEAPON, weapon, pm->ps );
#endif
switch( weapon ) {
default:
case RWP_OIL:
addTime = 200;
break;
case RWP_SMOKE:
addTime = 600;
break;
case RWP_BIO:
addTime = 200;
break;
case RWP_MINE:
addTime = 1500;
break;
case RWP_FLAME:
addTime = 600;
break;
}
if ( pm->ps->powerups[PW_HASTE] ) {
addTime /= 2.0;
}
pm->ps->weaponTime += ((addTime & NORMAL_WEAPON_TIME_MASK) << 16);
// Com_Printf( "pm->ps->weaponTime %i\n", ( pm->ps->weaponTime & REAR_WEAPON_TIME_MASK ) >> 16 );
}
// END
/*
================
PM_Animate
================
*/
// STONELANCE (removed function)
/*
static void PM_Animate( void ) {
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GESTURE );
pm->ps->torsoTimer = TIMER_GESTURE;
PM_AddEvent( EV_TAUNT );
}
#ifdef MISSIONPACK
} else if ( pm->cmd.buttons & BUTTON_GETFLAG ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GETFLAG );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GUARDBASE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_PATROL ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_PATROL );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_FOLLOWME );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_AFFIRMATIVE);
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_NEGATIVE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
#endif
}
}
*/
// END
/*
================
PM_DropTimers
================
*/
static void PM_DropTimers( void ) {
// drop misc timing counter
if ( pm->ps->pm_time ) {
if ( pml.msec >= pm->ps->pm_time ) {
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
} else {
pm->ps->pm_time -= pml.msec;
}
}
// drop animation counter
// STONELANCE
/*
if ( pm->ps->legsTimer > 0 ) {
pm->ps->legsTimer -= pml.msec;
if ( pm->ps->legsTimer < 0 ) {
pm->ps->legsTimer = 0;
}
}
if ( pm->ps->torsoTimer > 0 ) {
pm->ps->torsoTimer -= pml.msec;
if ( pm->ps->torsoTimer < 0 ) {
pm->ps->torsoTimer = 0;
}
}
*/
// END
}
/*
================
PM_UpdateViewAngles
This can be used as another entry point when only the viewangles
are being updated instead of a full move
================
*/
// STONELANCE
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd, int controlMode ) {
// void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
// END
short temp;
int i;
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) {
return; // no view changes at all
}
// STONELANCE - can still look around when dead
/*
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
return; // no view changes at all
}
*/
// END
// circularly clamp the angles with deltas
for (i=0 ; i<3 ; i++) {
temp = cmd->angles[i] + ps->delta_angles[i];
if ( i == PITCH ) {
// don't let the player look up or down more than 90 degrees
if ( temp > 16000 ) {
ps->delta_angles[i] = 16000 - cmd->angles[i];
temp = 16000;
} else if ( temp < -16000 ) {
ps->delta_angles[i] = -16000 - cmd->angles[i];
temp = -16000;
}
}
// STONELANCE use damage yaw and pitch for view angles
if (controlMode == CT_MOUSE){
if (i == PITCH){
ps->damagePitch = temp;
}
if (i == YAW){
ps->damageYaw = temp;
}
}
// END
// SKWID
// ps->viewangles[i] = SHORT2ANGLE(temp);
}
// END
}
/*
================
PmoveSingle
================
*/
void trap_SnapVector( float *v );
void PmoveSingle (pmove_t *pmove) {
// STONELANCE
vec3_t delta;
float dot;
// END
pm = pmove;
// this counter lets us debug movement problems with a journal
// by setting a conditional breakpoint fot the previous frame
c_pmove++;
// clear results
pm->numtouch = 0;
pm->watertype = 0;
pm->waterlevel = 0;
// STONELANCE
/*
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
}
*/
// END
// make sure walking button is clear if they are running, to avoid
// proxy no-footsteps cheats
// STONELANCE
/*
if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
pm->cmd.buttons &= ~BUTTON_WALKING;
}
*/
// END
// set the talk balloon flag
if ( pm->cmd.buttons & BUTTON_TALK ) {
pm->ps->eFlags |= EF_TALK;
} else {
pm->ps->eFlags &= ~EF_TALK;
}
// set the firing flag for continuous beam weapons
if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && pm->ps->pm_type != PM_NOCLIP
&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
pm->ps->eFlags |= EF_FIRING;
} else {
pm->ps->eFlags &= ~EF_FIRING;
}
// clear the respawned flag if attack and use are cleared
if ( pm->ps->stats[STAT_HEALTH] > 0 &&
!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
pm->ps->pm_flags &= ~PMF_RESPAWNED;
}
// if talk button is down, dissallow all other input
// this is to prevent any possible intercept proxy from
// adding fake talk balloons
if ( pmove->cmd.buttons & BUTTON_TALK ) {
// keep the talk button set tho for when the cmd.serverTime > 66 msec
// and the same cmd is used multiple times in Pmove
pmove->cmd.buttons = BUTTON_TALK;
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
pmove->cmd.upmove = 0;
}
// clear all pmove local vars
memset (&pml, 0, sizeof(pml));
// determine the time
pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
if ( pml.msec < 1 ) {
pml.msec = 1;
} else if ( pml.msec > 200 ) {
pml.msec = 200;
}
pm->ps->commandTime = pmove->cmd.serverTime;
// save old org in case we get stuck
VectorCopy (pm->ps->origin, pml.previous_origin);
// save old velocity for crashlanding
VectorCopy (pm->ps->velocity, pml.previous_velocity);
pml.frametime = pml.msec * 0.001;
// update the viewangles
// STONELANCE
// PM_UpdateViewAngles( pm->ps, &pm->cmd );
PM_UpdateViewAngles( pm->ps, &pm->cmd, pm->controlMode );
// AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up);
delta[YAW] = SHORT2ANGLE(pm->ps->damageYaw);
delta[PITCH] = SHORT2ANGLE(pm->ps->damagePitch);
delta[ROLL] = 0;
AngleVectors (delta, pml.forward, pml.right, pml.up);
// END
if ( pm->cmd.upmove < 10 ) {
// not holding jump
pm->ps->pm_flags &= ~PMF_JUMP_HELD;
}
// decide if backpedaling animations should be used
// STONELANCE
/*
if ( pm->cmd.forwardmove < 0 ) {
pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
}
*/
// END
if ( pm->ps->pm_type >= PM_DEAD ) {
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
}
if ( pm->ps->pm_type == PM_SPECTATOR ) {
PM_CheckDuck ();
PM_FlyMove ();
PM_DropTimers ();
return;
}
if ( pm->ps->pm_type == PM_NOCLIP ) {
PM_NoclipMove ();
PM_DropTimers ();
return;
}
if (pm->ps->pm_type == PM_FREEZE) {
return; // no movement at all
}
if ( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION) {
return; // no movement at all
}
// set watertype, and waterlevel
// STONELANCE - FIXME calculate water levels in bg_physics
PM_SetWaterLevel();
pml.previous_waterlevel = pmove->waterlevel;
// set mins, maxs, and viewheight
// STONELANCE
// PM_CheckDuck ();
VectorSet(pm->mins, -CAR_WIDTH/2, -CAR_WIDTH/2, -CAR_WIDTH/2);
VectorSet(pm->maxs, CAR_WIDTH/2, CAR_WIDTH/2, CAR_WIDTH/2);
pm->ps->viewheight = 0;
// END
// set groundentity
// STONELANCE
/*
PM_GroundTrace();
if ( pm->ps->pm_type == PM_DEAD ) {
PM_DeadMove ();
}
*/
// END
PM_DropTimers();
// SKWID( PM_DriveMove does it all )
// STONELANCE
// dont do physics if the player has been gibed
if ( pm->ps->stats[STAT_HEALTH] > GIB_HEALTH ){
int i;
pml.physicsSplit = 0;
PM_DriveMove(pm->car, pml.frametime, qtrue);
if( VectorNAN( pm->car->sBody.r ) )
VectorClear( pm->car->sBody.r );
if( VectorNAN( pm->car->sBody.v ) )
VectorClear( pm->car->sBody.v );
if( VectorNAN( pm->car->sBody.L ) )
VectorClear( pm->car->sBody.L );
// translate car values to player angles, etc
VectorCopy(pm->car->sBody.v, pm->ps->velocity);
VectorCopy(pm->car->sBody.r, pm->ps->origin);
VectorCopy(pm->car->sBody.L, pm->ps->angularMomentum);
OrientationToAngles(pm->car->sBody.t, pm->ps->viewangles);
if( VectorNAN( pm->ps->viewangles ) )
VectorClear( pm->ps->viewangles );
// VectorSubtract(pm->car->sPoints[FL_FRAME].r, pm->car->sPoints[FL_WHEEL].r, delta);
// dot = DotProduct(delta, pm->car->sBody.up);
dot = pm->car->sBody.curSpringLengths[FL_WHEEL] - CP_SPRING_MINLEN;
if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN)
dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN;
else if (dot < 0)
dot = 0;
pm->ps->legsTimer = (int)(CP_SPRING_SCALE * dot);
// VectorSubtract(pm->car->sPoints[FR_FRAME].r, pm->car->sPoints[FR_WHEEL].r, delta);
// dot = DotProduct(delta, pm->car->sBody.up);
dot = pm->car->sBody.curSpringLengths[FR_WHEEL] - CP_SPRING_MINLEN;
if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN)
dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN;
else if (dot < 0)
dot = 0;
pm->ps->legsAnim = (int)(CP_SPRING_SCALE * dot);
// VectorSubtract(pm->car->sPoints[RL_FRAME].r, pm->car->sPoints[RL_WHEEL].r, delta);
// dot = DotProduct(delta, pm->car->sBody.up);
dot = pm->car->sBody.curSpringLengths[RL_WHEEL] - CP_SPRING_MINLEN;
if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN)
dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN;
else if (dot < 0)
dot = 0;
pm->ps->torsoTimer = (int)(CP_SPRING_SCALE * dot);
// VectorSubtract(pm->car->sPoints[RR_FRAME].r, pm->car->sPoints[RR_WHEEL].r, delta);
// dot = DotProduct(delta, pm->car->sBody.up);
dot = pm->car->sBody.curSpringLengths[RR_WHEEL] - CP_SPRING_MINLEN;
if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN)
dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN;
else if (dot < 0)
dot = 0;
pm->ps->torsoAnim = (int)(CP_SPRING_SCALE * dot);
pm->ps->stats[STAT_RPM] = pm->car->rpm;
pm->ps->stats[STAT_GEAR] = pm->car->gear;
// used to keep track of time since last onGround for resetCar
/*
VectorSet(delta, 0, 0, 1);
for (i = 0; i < NUM_CAR_POINTS; i++){
if (pm->car->sPoints[i].onGround && DotProduct(pm->car->sPoints[i].normals[0], delta) > 0.3){
pm->car->sPoints[i].onGroundTime = pm->cmd.serverTime;
pm->car->tPoints[i].onGroundTime = pm->cmd.serverTime;
}
else {
pm->car->sPoints[i].offGroundTime = pm->cmd.serverTime;
pm->car->tPoints[i].offGroundTime = pm->cmd.serverTime;
}
}
*/
for (i = 0; i < FL_FRAME; i++)
{
if( pm->car->sPoints[i].onGround && pm->car->sPoints[i].normals[0][2] > 0.3f )
{
pm->car->wheelOnGroundTime = pm->cmd.serverTime;
break;
}
}
if( pm->car->wheelOnGroundTime != pm->cmd.serverTime )
pm->car->wheelsOffGroundTime = pm->cmd.serverTime;
for (i = FL_FRAME; i < NUM_CAR_POINTS; i++)
{
if( pm->car->sPoints[i].onGround )
{
pm->car->onGroundTime = pm->cmd.serverTime;
break;
}
}
if( pm->car->onGroundTime < pm->cmd.serverTime - 100 )
pm->car->offGroundTime = pm->cmd.serverTime;
}
// END
/*
#ifdef MISSIONPACK
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
PM_InvulnerabilityMove();
} else
#endif
if ( pm->ps->powerups[PW_FLIGHT] ) {
// flight powerup doesn't allow jump and has different friction
PM_FlyMove();
} else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) {
PM_GrappleMove();
// We can wiggle a bit
PM_AirMove();
} else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
PM_WaterJumpMove();
} else if ( pm->waterlevel > 1 ) {
// swimming
PM_WaterMove();
} else if ( pml.walking ) {
// walking on ground
PM_WalkMove();
} else {
// airborne
PM_AirMove();
}
*/
// END
// STONELANCE
// PM_Animate();
// END
// set groundentity, watertype, and waterlevel
PM_GroundTrace();
PM_SetWaterLevel();
// weapons
PM_Weapon();
PM_Alt_Weapon();
// STONELANCE
PM_RearWeapon();
// END
// torso animation
// STONELANCE
// PM_TorsoAnimation();
// END
// footstep events / legs animations
// SKWID( removed function )
// PM_Footsteps();
// END
// entering / leaving water splashes
PM_WaterEvents();
// snap some parts of playerstate to save network bandwidth
// STONELANCE
// trap_SnapVector( pm->ps->velocity );
// END
pm = NULL;
}
/*
================
Pmove
Can be called by either the server or the client
================
*/
void Pmove (pmove_t *pmove) {
int finalTime;
finalTime = pmove->cmd.serverTime;
if ( finalTime < pmove->ps->commandTime ) {
return; // should not happen
}
if ( finalTime > pmove->ps->commandTime + 1000 ) {
pmove->ps->commandTime = finalTime - 1000;
}
pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<<PS_PMOVEFRAMECOUNTBITS)-1);
// STONELANCE
/*
if (pmove->client){
Com_Printf("client time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime);
else
Com_Printf("server time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime);
Com_Printf("r %f, %f, %f\n", pmove->car->sBody.r[0], pmove->car->sBody.r[1], pmove->car->sBody.r[2]);
Com_Printf("v %f, %f, %f\n", pmove->car->sBody.v[0], pmove->car->sBody.v[1], pmove->car->sBody.v[2]);
Com_Printf("w %f, %f, %f\n", pmove->car->sBody.w[0], pmove->car->sBody.w[1], pmove->car->sBody.w[2]);
Com_Printf("L %f, %f, %f\n", pmove->car->sBody.L[0], pmove->car->sBody.L[1], pmove->car->sBody.L[2]);
Com_Printf("CoM %f, %f, %f\n", pmove->car->sBody.CoM[0], pmove->car->sBody.CoM[1], pmove->car->sBody.CoM[2]);
Com_Printf("t:\n");
Com_Printf("%f, %f, %f\n", pmove->car->sBody.t[0][0], pmove->car->sBody.t[0][1], pmove->car->sBody.t[0][2]);
Com_Printf("%f, %f, %f\n", pmove->car->sBody.t[1][0], pmove->car->sBody.t[1][1], pmove->car->sBody.t[1][2]);
Com_Printf("%f, %f, %f\n", pmove->car->sBody.t[2][0], pmove->car->sBody.t[2][1], pmove->car->sBody.t[2][2]);
*/
/*
if (pmove->client){
Com_Printf("client time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime);
else
Com_Printf("server time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime);
Com_Printf("springStrength %f\n", pmove->car->springStrength);
Com_Printf("springMaxLength %f\n", pmove->car->springMaxLength);
Com_Printf("springMinLength %f\n", pmove->car->springMinLength);
Com_Printf("shockStrength %f\n", pmove->car->shockStrength);
Com_Printf("wheelAngle %f\n", pmove->car->wheelAngle);
Com_Printf("throttle %f\n", pmove->car->throttle);
Com_Printf("gear %d\n", pmove->car->gear);
Com_Printf("rpm %f\n", pmove->car->rpm);
Com_Printf("aCOF %f\n", pmove->car->aCOF);
Com_Printf("sCOF %f\n", pmove->car->sCOF);
Com_Printf("kCOF %f\n", pmove->car->kCOF);
Com_Printf("dfCOF %f\n", pmove->car->dfCOF);
Com_Printf("ewCOF %f\n", pmove->car->ewCOF);
Com_Printf("inverseBodyInertiaTensor:\n");
Com_Printf("%f, %f, %f\n", pmove->car->inverseBodyInertiaTensor[0][0], pmove->car->inverseBodyInertiaTensor[0][1], pmove->car->inverseBodyInertiaTensor[0][2]);
Com_Printf("%f, %f, %f\n", pmove->car->inverseBodyInertiaTensor[1][0], pmove->car->inverseBodyInertiaTensor[1][1], pmove->car->inverseBodyInertiaTensor[1][2]);
Com_Printf("%f, %f, %f\n", pmove->car->inverseBodyInertiaTensor[2][0], pmove->car->inverseBodyInertiaTensor[2][1], pmove->car->inverseBodyInertiaTensor[2][2]);
*/
/*
if (pmove->client){
Com_Printf("client time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime);
else
Com_Printf("server time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime);
Com_Printf("r %f, %f, %f\n", pmove->car->sPoints[i].r[0], pmove->car->sPoints[i].r[1], pmove->car->sPoints[i].r[2]);
Com_Printf("v %f, %f, %f\n", pmove->car->sPoints[i].v[0], pmove->car->sPoints[i].v[1], pmove->car->sPoints[i].v[2]);
Com_Printf("w %f\n", pmove->car->sPoints[i].w);
Com_Printf("netForce %f, %f, %f\n", pmove->car->sPoints[i].netForce[0], pmove->car->sPoints[i].netForce[1], pmove->car->sPoints[i].netForce[2]);
Com_Printf("netMoment %f\n", pmove->car->sPoints[i].netMoment);
Com_Printf("normals %f, %f, %f\n", pmove->car->sPoints[i].normals[0][0], pmove->car->sPoints[i].normals[0][1], pmove->car->sPoints[i].normals[0][2]);
Com_Printf("mass %f\n", pmove->car->sPoints[i].mass);
Com_Printf("elasticity %f\n", pmove->car->sPoints[i].elasticity);
Com_Printf("kcof %f\n", pmove->car->sPoints[i].kcof);
Com_Printf("scof %f\n", pmove->car->sPoints[i].scof);
Com_Printf("fluidDensity %f\n", pmove->car->sPoints[i].fluidDensity);
Com_Printf("onGround %d\n", pmove->car->sPoints[i].onGround);
Com_Printf("slipping %d\n", pmove->car->sPoints[i].slipping);
*/
// END
// chop the move up if it is too long, to prevent framerate
// dependent behavior
while ( pmove->ps->commandTime != finalTime ) {
int msec;
msec = finalTime - pmove->ps->commandTime;
if ( pmove->pmove_fixed ) {
if ( msec > pmove->pmove_msec ) {
msec = pmove->pmove_msec;
}
}
else {
// STONELANCE
// if ( msec > 66 ) {
// msec = 66;
// }
if ( msec > 12 ) {
msec = 12;
}
// END
}
pmove->cmd.serverTime = pmove->ps->commandTime + msec;
PmoveSingle( pmove );
// STONELANCE
// if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) {
// pmove->cmd.upmove = 20;
// }
// END
}
//PM_CheckStuck();
}