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They're now an enum, and the flag part of the name is all lowercase, but now the flag definitions and names list will never get out of sync.
857 lines
20 KiB
C
857 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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*/
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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 "QF/cvar.h"
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#include "QF/qtypes.h"
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#include "QF/sys.h"
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#include "compat.h"
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#include "qw/include/client.h"
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#include "qw/pmove.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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void
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Pmove_Init (void)
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{
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PM_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, Cvar_Info,
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"disable the ability to pogo stick: 0 pogo "
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"allowed, 1 no pogo, 2 pogo but high friction, "
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"3 high friction and no pogo");
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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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static 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, 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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#define MAX_CLIP_PLANES 5
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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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static int
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PM_FlyMove (void)
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{
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float time_left, d;
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int blocked, bumpcount, numbumps, numplanes, i, j;
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trace_t trace;
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vec3_t dir, end, primal_velocity, original_velocity;
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vec3_t planes[MAX_CLIP_PLANES];
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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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if (VectorIsZero (pmove.velocity))
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break;
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VectorMultAdd (pmove.origin, time_left, pmove.velocity, end);
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if (pmove.add_grav) {
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pmove.add_grav = false;
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end[2] += movevars.entgravity * movevars.gravity *
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frametime * frametime / 2;
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}
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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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VectorZero (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] = (physent_t *) trace.ent;
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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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VectorZero (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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// modify original_velocity so it parallels all of the clip planes
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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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// Sys_Printf ("clip velocity, numplanes == %i\n",numplanes);
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VectorZero (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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// 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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if (DotProduct (pmove.velocity, primal_velocity) <= 0) {
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VectorZero (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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/*
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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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static void
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PM_FlymodeMove (void)
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{
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float pmspeed;
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trace_t trace;
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vec3_t start, dest, pmvel, pmtmp;
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pmvel[0] = forward[0] * pmove.cmd.forwardmove +
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right[0] * pmove.cmd.sidemove;
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pmvel[1] = forward[1] * pmove.cmd.forwardmove +
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right[1] * pmove.cmd.sidemove;
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pmvel[2] = forward[2] * pmove.cmd.forwardmove +
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right[2] * pmove.cmd.sidemove + 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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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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VectorMultAdd (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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static void
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PM_GroundMove (void)
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{
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float downdist, updist;
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trace_t trace;
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vec3_t dest;
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vec3_t original, originalvel, down, up, downvel;
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pmove.velocity[2] = 0;
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if (VectorIsZero (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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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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// 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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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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static void
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PM_Friction (void)
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{
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float drop, friction, speed, newspeed;
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float *vel;
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trace_t trace;
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vec3_t start, stop;
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if (pmove.waterjumptime)
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return;
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vel = pmove.velocity;
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speed = DotProduct (vel, vel);
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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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speed = sqrt (speed);
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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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VectorScale (vel, newspeed, vel);
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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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float addspeed, accelspeed, currentspeed;
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int i;
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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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static void
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PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
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{
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float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
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int i;
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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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static void
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PM_WaterMove (void)
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{
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float wishspeed;
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int i;
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trace_t trace;
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vec3_t start, dest, wishdir, wishvel;
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// user intentions
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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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// water acceleration
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// if (pmove.waterjumptime)
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// Sys_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1],
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// 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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VectorMultAdd (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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static void
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PM_AirMove (void)
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{
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float fmove, smove, wishspeed;
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int i;
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vec3_t wishdir, wishvel;
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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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// clamp to server defined max speed
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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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pmove.add_grav = false;
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if (onground != -1) {
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pmove.velocity[2] = 0;
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PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
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pmove.velocity[2] -= movevars.entgravity * movevars.gravity *
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frametime;
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pmove.add_grav = true;
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PM_GroundMove ();
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} else if (pmove.flying) {
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PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
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PM_FlyMove ();
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} else {
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// not on ground, so little effect on velocity
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PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
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// add gravity
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pmove.velocity[2] -= movevars.entgravity * movevars.gravity *
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frametime;
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pmove.add_grav = true;
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if (!PM_FlyMove ()) {
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// the move didn't get blocked
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PM_CategorizePosition ();
|
|
if (onground != -1) { // but we're on ground now
|
|
vec3_t original;
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
PM_CategorizePosition (void)
|
|
{
|
|
int cont;
|
|
trace_t tr;
|
|
vec3_t point;
|
|
|
|
// 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 || !tr.ent)
|
|
onground = -1; // too steep
|
|
else
|
|
onground = (physent_t *) tr.ent - pmove.physents;
|
|
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.ent && (physent_t *) tr.ent - pmove.physents > 0) {
|
|
pmove.touchindex[pmove.numtouch] = (physent_t *) tr.ent;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
static 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 & 1)
|
|
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
|
|
}
|
|
|
|
static void
|
|
CheckWaterJump (void)
|
|
{
|
|
int cont;
|
|
vec3_t flatforward, spot;
|
|
|
|
if (pmove.waterjumptime || pmove.flying)
|
|
return;
|
|
|
|
// ZOID, don't hop out if we just jumped in
|
|
if (pmove.velocity[2] < -180)
|
|
return; // hop out only if we are moving up
|
|
|
|
// see if near an edge
|
|
flatforward[0] = forward[0];
|
|
flatforward[1] = forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize (flatforward);
|
|
|
|
VectorMultAdd (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
|
|
*/
|
|
static void
|
|
NudgePosition (void)
|
|
{
|
|
int i, x, y, z;
|
|
static int sign[3] = { 0, -1, 1 };
|
|
vec3_t base;
|
|
|
|
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);
|
|
// Sys_MaskPrintf (SYS_dev, "NudgePosition: stuck\n");
|
|
}
|
|
|
|
static void
|
|
SpectatorMove (void)
|
|
{
|
|
float control, drop, friction, fmove, smove, speed, newspeed;
|
|
float currentspeed, addspeed, accelspeed, wishspeed;
|
|
int i;
|
|
vec3_t wishdir, wishvel;
|
|
|
|
// friction
|
|
speed = DotProduct (pmove.velocity, pmove.velocity);
|
|
if (speed < 1) {
|
|
VectorZero (pmove.velocity);
|
|
} else {
|
|
speed = sqrt (speed);
|
|
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
|
|
VectorMultAdd (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 (((pmove.cmd.buttons & BUTTON_JUMP) || (no_pogo_stick->int_val & 1))
|
|
&& onground != -1 && pmove.oldonground == -1 // just landed
|
|
&& (no_pogo_stick->int_val & 2)) {
|
|
float save = movevars.friction;
|
|
|
|
pmove.waterjumptime = 0;
|
|
movevars.friction *= 3;
|
|
PM_Friction ();
|
|
movevars.friction = save;
|
|
}
|
|
pmove.oldonground = onground;
|
|
|
|
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 ();
|
|
}
|