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https://git.code.sf.net/p/quake/newtree
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272abade38
GL, and I still don't know exactly why.
916 lines
20 KiB
C
916 lines
20 KiB
C
/*
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pmove.c
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(description)
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <math.h>
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#include "client.h"
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#include "compat.h"
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#include "cvar.h"
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#include "pmove.h"
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#include "qtypes.h"
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cvar_t *no_pogo_stick;
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movevars_t movevars;
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playermove_t pmove;
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int onground;
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int waterlevel;
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int watertype;
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float frametime;
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vec3_t forward, right, up;
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vec3_t player_mins = { -16, -16, -24 };
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vec3_t player_maxs = { 16, 16, 32 };
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extern void InitBoxHull (void);
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void PM_CategorizePosition (void);
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void
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Pmove_Init (void)
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{
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InitBoxHull ();
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}
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void
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Pmove_Init_Cvars (void)
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{
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no_pogo_stick = Cvar_Get ("no_pogo_stick", "0", CVAR_SERVERINFO, NULL,
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"disable the ability to pogo stick");
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}
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#define STEPSIZE 18
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#define BUTTON_JUMP 2
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/*
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PM_ClipVelocity
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Slide off of the impacting object
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returns the blocked flags (1 = floor, 2 = step / wall)
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*/
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int
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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, blocked;
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blocked = 0;
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if (normal[2] > 0)
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blocked |= 1; // floor
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if (!normal[2])
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blocked |= 2; // step
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backoff = DotProduct (in, normal) * overbounce;
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for (i = 0; i < 3; i++) {
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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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return blocked;
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}
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/*
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PM_FlyMove
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The basic solid body movement clip that slides along multiple planes
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*/
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#define MAX_CLIP_PLANES 5
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int
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PM_FlyMove (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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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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for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
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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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trace = PM_PlayerMove (pmove.origin, end);
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if (trace.startsolid || trace.allsolid) { // entity is trapped in
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// another solid
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VectorCopy (vec3_origin, pmove.velocity);
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return 3;
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}
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if (trace.fraction > 0) { // 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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pmove.touchindex[pmove.numtouch] = trace.entnum;
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pmove.numtouch++;
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if (trace.plane.normal[2] > 0.7) {
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blocked |= 1; // floor
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}
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if (!trace.plane.normal[2]) {
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blocked |= 2; // step
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}
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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) { // this shouldn't really happen
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VectorCopy (vec3_origin, 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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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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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) { // go along this plane
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} else { // go along the crease
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if (numplanes != 2) {
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// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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VectorCopy (vec3_origin, 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 original 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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VectorCopy (vec3_origin, 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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VectorCopy (primal_velocity, pmove.velocity);
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}
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return blocked;
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}
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void PM_Accelerate (vec3_t, float, float);
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/*
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PM_FlymodeMove
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Pre-PM_FlyMove function for MOVETYPE_FLY players. Could have altered
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other physics to fit this in, but that's to easy to screw up. --KB
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*/
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void
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PM_FlymodeMove (void)
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{
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vec3_t start, dest, pmvel, pmtmp;
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trace_t trace;
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float pmspeed;
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pmvel[0] =
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forward[0] * pmove.cmd.forwardmove + right[0] * pmove.cmd.sidemove;
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pmvel[1] =
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forward[1] * pmove.cmd.forwardmove + right[1] * pmove.cmd.sidemove;
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pmvel[2] =
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forward[2] * pmove.cmd.forwardmove + right[2] * pmove.cmd.sidemove +
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pmove.cmd.upmove;
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VectorCopy (pmvel, pmtmp);
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pmspeed = VectorNormalize (pmtmp); // don't alter pmvel
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if (pmspeed > movevars.maxspeed) // there IS a spoon, Neo..
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{
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VectorScale (pmvel, movevars.maxspeed / pmspeed, pmvel);
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pmspeed = movevars.maxspeed;
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}
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PM_Accelerate (pmtmp, pmspeed, movevars.wateraccelerate);
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VectorMA (pmove.origin, frametime, pmove.velocity, dest);
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VectorCopy (dest, start);
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start[2] += STEPSIZE + 1;
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trace = PM_PlayerMove (start, dest);
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if (!trace.startsolid && !trace.allsolid) {
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VectorCopy (trace.endpos, pmove.origin);
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return; // just step up
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}
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PM_FlyMove (); // NOW we fly.
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}
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/*
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PM_GroundMove
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Player is on ground, with no upwards velocity
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*/
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void
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PM_GroundMove (void)
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{
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vec3_t start, 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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pmove.velocity[2] = 0;
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if (VectorIsNull(pmove.velocity))
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return;
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// first try just moving to the destination
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dest[0] = pmove.origin[0] + pmove.velocity[0] * frametime;
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dest[1] = pmove.origin[1] + pmove.velocity[1] * frametime;
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dest[2] = pmove.origin[2];
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// first try moving directly to the next spot
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VectorCopy (dest, start);
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trace = PM_PlayerMove (pmove.origin, dest);
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if (trace.fraction == 1) {
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VectorCopy (trace.endpos, pmove.origin);
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return;
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}
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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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// slide move
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PM_FlyMove ();
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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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VectorCopy (pmove.origin, dest);
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dest[2] += STEPSIZE;
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trace = PM_PlayerMove (pmove.origin, dest);
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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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// slide move
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PM_FlyMove ();
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// press down the stepheight
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VectorCopy (pmove.origin, dest);
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dest[2] -= STEPSIZE;
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trace = PM_PlayerMove (pmove.origin, dest);
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if (trace.plane.normal[2] < 0.7)
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goto usedown;
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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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VectorCopy (pmove.origin, up);
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// decide which one went farther
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downdist = (down[0] - original[0]) * (down[0] - original[0])
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+ (down[1] - original[1]) * (down[1] - original[1]);
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updist = (up[0] - original[0]) * (up[0] - original[0])
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+ (up[1] - original[1]) * (up[1] - original[1]);
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if (downdist > updist) {
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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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} else // copy z value from slide move
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pmove.velocity[2] = downvel[2];
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// if at a dead stop, retry the move with nudges to get around lips
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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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void
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PM_Friction (void)
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{
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float *vel;
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float speed, newspeed;
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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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vel = pmove.velocity;
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speed = sqrt (vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2]);
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if (speed < 1) {
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vel[0] = 0;
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vel[1] = 0;
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return;
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}
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friction = movevars.friction;
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// if the leading edge is over a dropoff, increase friction
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if (onground != -1) {
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start[0] = stop[0] = pmove.origin[0] + vel[0] / speed * 16;
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start[1] = stop[1] = pmove.origin[1] + vel[1] / speed * 16;
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start[2] = pmove.origin[2] + player_mins[2];
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stop[2] = start[2] - 34;
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trace = PM_PlayerMove (start, stop);
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if (trace.fraction == 1) {
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friction *= 2;
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}
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}
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drop = 0;
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if (waterlevel >= 2) // apply water friction
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drop += speed * movevars.waterfriction * waterlevel * frametime;
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else if (pmove.flying) // apply flying friction
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drop += max (movevars.stopspeed, speed) * friction * frametime;
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else if (onground != -1) // apply ground friction
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drop += max (movevars.stopspeed, speed) * friction * frametime;
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// scale the velocity
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newspeed = speed - drop;
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if (newspeed < 0)
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newspeed = 0;
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newspeed /= speed;
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vel[0] = vel[0] * newspeed;
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vel[1] = vel[1] * newspeed;
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vel[2] = vel[2] * newspeed;
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}
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/*
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PM_Accelerate
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*/
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void
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PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
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{
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int i;
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float addspeed, accelspeed, currentspeed;
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if (pmove.dead)
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return;
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if (pmove.waterjumptime)
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return;
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currentspeed = DotProduct (pmove.velocity, wishdir);
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addspeed = wishspeed - currentspeed;
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if (addspeed <= 0)
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return;
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accelspeed = accel * frametime * wishspeed;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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for (i = 0; i < 3; i++)
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pmove.velocity[i] += accelspeed * wishdir[i];
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}
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void
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PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
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{
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int i;
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float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
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if (pmove.dead)
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return;
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if (pmove.waterjumptime)
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return;
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if (wishspd > 30)
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wishspd = 30;
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currentspeed = DotProduct (pmove.velocity, wishdir);
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addspeed = wishspd - currentspeed;
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if (addspeed <= 0)
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return;
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accelspeed = accel * wishspeed * frametime;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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for (i = 0; i < 3; i++)
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pmove.velocity[i] += accelspeed * wishdir[i];
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}
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/*
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PM_WaterMove
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*/
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void
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PM_WaterMove (void)
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{
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int i;
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vec3_t wishvel;
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float wishspeed;
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vec3_t wishdir;
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vec3_t start, dest;
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trace_t trace;
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//
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// user intentions
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//
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for (i = 0; i < 3; i++)
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wishvel[i] =
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forward[i] * pmove.cmd.forwardmove + right[i] * pmove.cmd.sidemove;
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if (!pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove)
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wishvel[2] -= 60; // drift towards bottom
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else
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wishvel[2] += pmove.cmd.upmove;
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VectorCopy (wishvel, wishdir);
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wishspeed = VectorNormalize (wishdir);
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if (wishspeed > movevars.maxspeed) {
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VectorScale (wishvel, movevars.maxspeed / wishspeed, wishvel);
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wishspeed = movevars.maxspeed;
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}
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wishspeed *= 0.7;
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//
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// water acceleration
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//
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// if (pmove.waterjumptime)
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// Con_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
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PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate);
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// assume it is a stair or a slope, so press down from stepheight above
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VectorMA (pmove.origin, frametime, pmove.velocity, dest);
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VectorCopy (dest, start);
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start[2] += STEPSIZE + 1;
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trace = PM_PlayerMove (start, dest);
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if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope?
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{ // walked up the step
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VectorCopy (trace.endpos, pmove.origin);
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return;
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}
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PM_FlyMove ();
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}
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/*
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PM_AirMove
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*/
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void
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PM_AirMove (void)
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{
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int i;
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vec3_t wishvel;
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float fmove, smove;
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vec3_t wishdir;
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float wishspeed;
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vec3_t original;
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fmove = pmove.cmd.forwardmove;
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smove = pmove.cmd.sidemove;
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forward[2] = 0;
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right[2] = 0;
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VectorNormalize (forward);
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VectorNormalize (right);
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for (i = 0; i < 2; i++)
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wishvel[i] = forward[i] * fmove + right[i] * smove;
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wishvel[2] = 0;
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VectorCopy (wishvel, wishdir);
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wishspeed = VectorNormalize (wishdir);
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//
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// clamp to server defined max speed
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//
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if (wishspeed > movevars.maxspeed) {
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VectorScale (wishvel, movevars.maxspeed / wishspeed, wishvel);
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wishspeed = movevars.maxspeed;
|
|
}
|
|
|
|
if (onground != -1) {
|
|
pmove.velocity[2] = 0;
|
|
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
|
|
pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
|
|
PM_GroundMove ();
|
|
} else if (pmove.flying) {
|
|
PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
|
|
PM_FlyMove ();
|
|
} else {
|
|
// not on ground, so little effect on velocity
|
|
PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
|
|
|
|
// add gravity
|
|
pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
|
|
|
|
if (!PM_FlyMove ()) {
|
|
// the move didn't get blocked
|
|
PM_CategorizePosition ();
|
|
if (onground != -1) // but we're on ground now
|
|
{
|
|
// This is a hack to fix the jumping bug
|
|
VectorCopy (pmove.origin, original);
|
|
// Calculate correct velocity
|
|
if (!PM_FlyMove ()) {
|
|
// This shouldn't probably happen (?)
|
|
if (pmove.velocity[2] < 0)
|
|
pmove.velocity[2] = 0;
|
|
}
|
|
VectorCopy (original, pmove.origin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
PM_CategorizePosition
|
|
*/
|
|
void
|
|
PM_CategorizePosition (void)
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
trace_t tr;
|
|
|
|
// if the player hull point one unit down is solid, the player
|
|
// is on ground
|
|
|
|
// see if standing on something solid
|
|
point[0] = pmove.origin[0];
|
|
point[1] = pmove.origin[1];
|
|
point[2] = pmove.origin[2] - 1;
|
|
if (pmove.velocity[2] > 180) {
|
|
onground = -1;
|
|
} else {
|
|
tr = PM_PlayerMove (pmove.origin, point);
|
|
if (tr.plane.normal[2] < 0.7)
|
|
onground = -1; // too steep
|
|
else
|
|
onground = tr.entnum;
|
|
if (onground != -1) {
|
|
pmove.waterjumptime = 0;
|
|
if (!tr.startsolid && !tr.allsolid)
|
|
VectorCopy (tr.endpos, pmove.origin);
|
|
}
|
|
// standing on an entity other than the world
|
|
|
|
if (tr.entnum > 0) {
|
|
pmove.touchindex[pmove.numtouch] = tr.entnum;
|
|
pmove.numtouch++;
|
|
}
|
|
}
|
|
|
|
//
|
|
// get waterlevel
|
|
//
|
|
waterlevel = 0;
|
|
watertype = CONTENTS_EMPTY;
|
|
|
|
point[2] = pmove.origin[2] + player_mins[2] + 1;
|
|
cont = PM_PointContents (point);
|
|
|
|
if (cont <= CONTENTS_WATER) {
|
|
watertype = cont;
|
|
waterlevel = 1;
|
|
point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2]) * 0.5;
|
|
cont = PM_PointContents (point);
|
|
if (cont <= CONTENTS_WATER) {
|
|
waterlevel = 2;
|
|
point[2] = pmove.origin[2] + 22;
|
|
cont = PM_PointContents (point);
|
|
if (cont <= CONTENTS_WATER)
|
|
waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
JumpButton
|
|
*/
|
|
void
|
|
JumpButton (void)
|
|
{
|
|
if (pmove.dead) {
|
|
pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until
|
|
// released
|
|
return;
|
|
}
|
|
|
|
if (pmove.waterjumptime) {
|
|
pmove.waterjumptime -= frametime;
|
|
if (pmove.waterjumptime < 0)
|
|
pmove.waterjumptime = 0;
|
|
return;
|
|
}
|
|
|
|
if (waterlevel >= 2) { // swimming, not jumping
|
|
onground = -1;
|
|
|
|
if (watertype == CONTENTS_WATER)
|
|
pmove.velocity[2] = 100;
|
|
else if (watertype == CONTENTS_SLIME)
|
|
pmove.velocity[2] = 80;
|
|
else
|
|
pmove.velocity[2] = 50;
|
|
return;
|
|
}
|
|
|
|
if (onground == -1) {
|
|
if (no_pogo_stick->int_val)
|
|
pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until
|
|
// released
|
|
return; // in air, so no effect
|
|
}
|
|
|
|
if (pmove.oldbuttons & BUTTON_JUMP)
|
|
return; // don't pogo stick
|
|
|
|
onground = -1;
|
|
pmove.velocity[2] += 270;
|
|
|
|
pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
|
|
}
|
|
|
|
/*
|
|
CheckWaterJump
|
|
*/
|
|
void
|
|
CheckWaterJump (void)
|
|
{
|
|
vec3_t spot;
|
|
int cont;
|
|
vec3_t flatforward;
|
|
|
|
if (pmove.waterjumptime || pmove.flying)
|
|
return;
|
|
|
|
// ZOID, don't hop out if we just jumped in
|
|
if (pmove.velocity[2] < -180)
|
|
return; // only hop out if we are moving up
|
|
|
|
// see if near an edge
|
|
flatforward[0] = forward[0];
|
|
flatforward[1] = forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize (flatforward);
|
|
|
|
VectorMA (pmove.origin, 24, flatforward, spot);
|
|
spot[2] += 8;
|
|
cont = PM_PointContents (spot);
|
|
if (cont != CONTENTS_SOLID)
|
|
return;
|
|
spot[2] += 24;
|
|
cont = PM_PointContents (spot);
|
|
if (cont != CONTENTS_EMPTY)
|
|
return;
|
|
// jump out of water
|
|
VectorScale (flatforward, 50, pmove.velocity);
|
|
pmove.velocity[2] = 310;
|
|
pmove.waterjumptime = 2; // safety net
|
|
pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
|
|
}
|
|
|
|
/*
|
|
NudgePosition
|
|
|
|
If pmove.origin is in a solid position,
|
|
try nudging slightly on all axis to
|
|
allow for the cut precision of the net coordinates
|
|
*/
|
|
void
|
|
NudgePosition (void)
|
|
{
|
|
vec3_t base;
|
|
int x, y, z;
|
|
int i;
|
|
static int sign[3] = { 0, -1, 1 };
|
|
|
|
VectorCopy (pmove.origin, base);
|
|
|
|
for (i = 0; i < 3; i++)
|
|
pmove.origin[i] = ((int) (pmove.origin[i] * 8)) * 0.125;
|
|
// pmove.origin[2] += 0.124;
|
|
|
|
// if (pmove.dead)
|
|
// return; // might be a squished point, so don'y bother
|
|
// if (PM_TestPlayerPosition (pmove.origin) )
|
|
// return;
|
|
|
|
for (z = 0; z <= 2; z++) {
|
|
for (x = 0; x <= 2; x++) {
|
|
for (y = 0; y <= 2; y++) {
|
|
pmove.origin[0] = base[0] + (sign[x] * 1.0 / 8);
|
|
pmove.origin[1] = base[1] + (sign[y] * 1.0 / 8);
|
|
pmove.origin[2] = base[2] + (sign[z] * 1.0 / 8);
|
|
if (PM_TestPlayerPosition (pmove.origin))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
VectorCopy (base, pmove.origin);
|
|
// Con_DPrintf ("NudgePosition: stuck\n");
|
|
}
|
|
|
|
/*
|
|
SpectatorMove
|
|
*/
|
|
void
|
|
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) {
|
|
VectorCopy (vec3_origin, 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;
|
|
if (addspeed <= 0)
|
|
return;
|
|
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);
|
|
}
|
|
|
|
/*
|
|
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
|
|
PlayerMove (void)
|
|
{
|
|
frametime = pmove.cmd.msec * 0.001;
|
|
pmove.numtouch = 0;
|
|
|
|
AngleVectors (pmove.angles, forward, right, up);
|
|
|
|
if (pmove.spectator) {
|
|
SpectatorMove ();
|
|
return;
|
|
}
|
|
|
|
NudgePosition ();
|
|
|
|
// take angles directly from command
|
|
VectorCopy (pmove.cmd.angles, pmove.angles);
|
|
|
|
// set onground, watertype, and waterlevel
|
|
PM_CategorizePosition ();
|
|
|
|
if (waterlevel == 2)
|
|
CheckWaterJump ();
|
|
|
|
if (pmove.velocity[2] < 0)
|
|
pmove.waterjumptime = 0;
|
|
|
|
if (pmove.cmd.buttons & BUTTON_JUMP)
|
|
JumpButton ();
|
|
else
|
|
pmove.oldbuttons &= ~BUTTON_JUMP;
|
|
|
|
PM_Friction ();
|
|
|
|
if (waterlevel >= 2)
|
|
PM_WaterMove ();
|
|
else if (pmove.flying)
|
|
PM_FlymodeMove ();
|
|
else
|
|
PM_AirMove ();
|
|
|
|
// set onground, watertype, and waterlevel for final spot
|
|
PM_CategorizePosition ();
|
|
}
|