// this include must remain at the top of every bg_xxxx CPP file #include "common_headers.h" // define GAME_INCLUDE so that g_public.h does not define the // short, server-visible gclient_t and gentity_t structures, // because we define the full size ones in this file #define GAME_INCLUDE #include "q_shared.h" #include "g_shared.h" #include "bg_local.h" #include "anims.h" #include "wp_saber.h" #include "g_vehicles.h" #include "../ghoul2/ghoul2_gore.h" extern void CG_SetClientViewAngles( vec3_t angles, qboolean overrideViewEnt ); extern qboolean PM_InAnimForSaberMove( int anim, int saberMove ); extern qboolean PM_InForceGetUp( playerState_t *ps ); extern qboolean PM_InKnockDown( playerState_t *ps ); extern qboolean PM_InReboundJump( int anim ); extern qboolean PM_StabDownAnim( int anim ); extern qboolean PM_DodgeAnim( int anim ); extern qboolean PM_DodgeHoldAnim( int anim ); extern qboolean PM_InReboundHold( int anim ); extern qboolean PM_InKnockDownNoGetup( playerState_t *ps ); extern qboolean PM_InGetUpNoRoll( playerState_t *ps ); extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent ); extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt ); extern qboolean G_ControlledByPlayer( gentity_t *self ); extern qboolean cg_usingInFrontOf; extern qboolean player_locked; extern pmove_t *pm; extern pml_t pml; extern cvar_t *g_debugMelee; void BG_IK_MoveLimb( CGhoul2Info_v &ghoul2, int boltIndex, char *animBone, char *firstBone, char *secondBone, int time, entityState_t *ent, int animFileIndex, int basePose, vec3_t desiredPos, qboolean *ikInProgress, vec3_t origin, vec3_t angles, vec3_t scale, int blendTime, qboolean forceHalt ) { mdxaBone_t holdPointMatrix; vec3_t holdPoint; vec3_t torg; float distToDest; animation_t *anim = &level.knownAnimFileSets[animFileIndex].animations[basePose]; assert( ghoul2.size() ); assert( anim->firstFrame > 0 );//FIXME: umm...? if ( !*ikInProgress && !forceHalt ) { sharedSetBoneIKStateParams_t ikP; //restrict the shoulder joint //VectorSet(ikP.pcjMins,-50.0f,-80.0f,-15.0f); //VectorSet(ikP.pcjMaxs,15.0f,40.0f,15.0f); //for now, leaving it unrestricted, but restricting elbow joint. //This lets us break the arm however we want in order to fling people //in throws, and doesn't look bad. VectorSet( ikP.pcjMins, 0, 0, 0 ); VectorSet( ikP.pcjMaxs, 0, 0, 0 ); //give the info on our entity. ikP.blendTime = blendTime; VectorCopy( origin, ikP.origin ); VectorCopy( angles, ikP.angles ); ikP.angles[PITCH] = 0; ikP.pcjOverrides = 0; ikP.radius = 10.0f; VectorCopy( scale, ikP.scale ); //base pose frames for the limb ikP.startFrame = anim->firstFrame + anim->numFrames; ikP.endFrame = anim->firstFrame + anim->numFrames; //ikP.forceAnimOnBone = qfalse; //let it use existing anim if it's the same as this one. //we want to call with a null bone name first. This will init all of the //ik system stuff on the g2 instance, because we need ragdoll effectors //in order for our pcj's to know how to angle properly. if ( !gi.G2API_SetBoneIKState( ghoul2, time, NULL, IKS_DYNAMIC, &ikP ) ) { assert( !"Failed to init IK system for g2 instance!" ); } //Now, create our IK bone state. if ( gi.G2API_SetBoneIKState( ghoul2, time, "lower_lumbar", IKS_DYNAMIC, &ikP ) ) { //restrict the elbow joint VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f ); VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f ); if ( gi.G2API_SetBoneIKState( ghoul2, time, "upper_lumbar", IKS_DYNAMIC, &ikP ) ) { //restrict the elbow joint VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f ); VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f ); if ( gi.G2API_SetBoneIKState( ghoul2, time, "thoracic", IKS_DYNAMIC, &ikP ) ) { //restrict the elbow joint VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f ); VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f ); if ( gi.G2API_SetBoneIKState( ghoul2, time, secondBone, IKS_DYNAMIC, &ikP ) ) { //restrict the elbow joint VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f ); VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f ); if ( gi.G2API_SetBoneIKState( ghoul2, time, firstBone, IKS_DYNAMIC, &ikP ) ) { //everything went alright. *ikInProgress = qtrue; } } } } } } if ( *ikInProgress && !forceHalt ) { //actively update our ik state. sharedIKMoveParams_t ikM; CRagDollUpdateParams tuParms; vec3_t tAngles; //set the argument struct up VectorCopy( desiredPos, ikM.desiredOrigin ); //we want the bone to move here.. if possible VectorCopy( angles, tAngles ); tAngles[PITCH] = tAngles[ROLL] = 0; gi.G2API_GetBoltMatrix( ghoul2, 0, boltIndex, &holdPointMatrix, tAngles, origin, time, 0, scale ); //Get the point position from the matrix. holdPoint[0] = holdPointMatrix.matrix[0][3]; holdPoint[1] = holdPointMatrix.matrix[1][3]; holdPoint[2] = holdPointMatrix.matrix[2][3]; VectorSubtract( holdPoint, desiredPos, torg ); distToDest = VectorLength( torg ); //closer we are, more we want to keep updated. //if we're far away we don't want to be too fast or we'll start twitching all over. if ( distToDest < 2 ) { //however if we're this close we want very precise movement ikM.movementSpeed = 0.4f; } else if ( distToDest < 16 ) { ikM.movementSpeed = 0.9f;//8.0f; } else if ( distToDest < 32 ) { ikM.movementSpeed = 0.8f;//4.0f; } else if ( distToDest < 64 ) { ikM.movementSpeed = 0.7f;//2.0f; } else { ikM.movementSpeed = 0.6f; } VectorCopy( origin, ikM.origin ); //our position in the world. ikM.boneName[0] = 0; if ( gi.G2API_IKMove( ghoul2, time, &ikM ) ) { //now do the standard model animate stuff with ragdoll update params. VectorCopy( angles, tuParms.angles ); tuParms.angles[PITCH] = 0; VectorCopy( origin, tuParms.position ); VectorCopy( scale, tuParms.scale ); tuParms.me = ent->number; VectorClear( tuParms.velocity ); gi.G2API_AnimateG2Models( ghoul2, time, &tuParms ); } else { *ikInProgress = qfalse; } } else if ( *ikInProgress ) { //kill it float cFrame, animSpeed; int sFrame, eFrame, flags; gi.G2API_SetBoneIKState( ghoul2, time, "lower_lumbar", IKS_NONE, NULL ); gi.G2API_SetBoneIKState( ghoul2, time, "upper_lumbar", IKS_NONE, NULL ); gi.G2API_SetBoneIKState( ghoul2, time, "thoracic", IKS_NONE, NULL ); gi.G2API_SetBoneIKState( ghoul2, time, secondBone, IKS_NONE, NULL ); gi.G2API_SetBoneIKState( ghoul2, time, firstBone, IKS_NONE, NULL ); //then reset the angles/anims on these PCJs gi.G2API_SetBoneAngles( &ghoul2[0], "lower_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time ); gi.G2API_SetBoneAngles( &ghoul2[0], "upper_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time ); gi.G2API_SetBoneAngles( &ghoul2[0], "thoracic", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time ); gi.G2API_SetBoneAngles( &ghoul2[0], secondBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time ); gi.G2API_SetBoneAngles( &ghoul2[0], firstBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time ); //Get the anim/frames that the pelvis is on exactly, and match the left arm back up with them again. gi.G2API_GetBoneAnim( &ghoul2[0], animBone, (const int)time, &cFrame, &sFrame, &eFrame, &flags, &animSpeed, 0 ); gi.G2API_SetBoneAnim( &ghoul2[0], "lower_lumbar", sFrame, eFrame, flags, animSpeed, time, sFrame, 300 ); gi.G2API_SetBoneAnim( &ghoul2[0], "upper_lumbar", sFrame, eFrame, flags, animSpeed, time, sFrame, 300 ); gi.G2API_SetBoneAnim( &ghoul2[0], "thoracic", sFrame, eFrame, flags, animSpeed, time, sFrame, 300 ); gi.G2API_SetBoneAnim( &ghoul2[0], secondBone, sFrame, eFrame, flags, animSpeed, time, sFrame, 300 ); gi.G2API_SetBoneAnim( &ghoul2[0], firstBone, sFrame, eFrame, flags, animSpeed, time, sFrame, 300 ); //And finally, get rid of all the ik state effector data by calling with null bone name (similar to how we init it). gi.G2API_SetBoneIKState( ghoul2, time, NULL, IKS_NONE, NULL ); *ikInProgress = qfalse; } } void PM_IKUpdate( gentity_t *ent ) { //The bone we're holding them by and the next bone after that char *animBone = "lower_lumbar"; char *firstBone = "lradius"; char *secondBone = "lhumerus"; char *defaultBoltName = "*r_hand"; if ( !ent->client ) { return; } if ( ent->client->ps.heldByClient <= ENTITYNUM_WORLD ) { //then put our arm in this client's hand gentity_t *holder = &g_entities[ent->client->ps.heldByClient]; if ( holder && holder->inuse && holder->client && holder->ghoul2.size()) { if ( !ent->client->ps.heldByBolt ) {//bolt wan't set ent->client->ps.heldByBolt = gi.G2API_AddBolt( &holder->ghoul2[0], defaultBoltName ); } } else { //they're gone, stop holding me ent->client->ps.heldByClient = 0; return; } if ( ent->client->ps.heldByBolt ) { mdxaBone_t boltMatrix; vec3_t boltOrg; vec3_t tAngles; VectorCopy( holder->client->ps.viewangles, tAngles ); tAngles[PITCH] = tAngles[ROLL] = 0; gi.G2API_GetBoltMatrix( holder->ghoul2, 0, ent->client->ps.heldByBolt, &boltMatrix, tAngles, holder->client->ps.origin, level.time, 0, holder->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, boltOrg ); int grabbedByBolt = gi.G2API_AddBolt( &ent->ghoul2[0], firstBone ); if ( grabbedByBolt ) { //point the limb BG_IK_MoveLimb( ent->ghoul2, grabbedByBolt, animBone, firstBone, secondBone, level.time, &ent->s, ent->client->clientInfo.animFileIndex, ent->client->ps.torsoAnim/*BOTH_DEAD1*/, boltOrg, &ent->client->ps.ikStatus, ent->client->ps.origin, ent->client->ps.viewangles, ent->s.modelScale, 500, qfalse ); //now see if we need to be turned and/or pulled vec3_t grabDiff, grabbedByOrg; VectorCopy( ent->client->ps.viewangles, tAngles ); tAngles[PITCH] = tAngles[ROLL] = 0; gi.G2API_GetBoltMatrix( ent->ghoul2, 0, grabbedByBolt, &boltMatrix, tAngles, ent->client->ps.origin, level.time, 0, ent->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, grabbedByOrg ); //check for turn vec3_t org2Targ, org2Bolt; VectorSubtract( boltOrg, ent->currentOrigin, org2Targ ); float org2TargYaw = vectoyaw( org2Targ ); VectorSubtract( grabbedByOrg, ent->currentOrigin, org2Bolt ); float org2BoltYaw = vectoyaw( org2Bolt ); if ( org2TargYaw-1.0f > org2BoltYaw ) { ent->currentAngles[YAW]++; G_SetAngles( ent, ent->currentAngles ); } else if ( org2TargYaw+1.0f < org2BoltYaw ) { ent->currentAngles[YAW]--; G_SetAngles( ent, ent->currentAngles ); } //check for pull VectorSubtract( boltOrg, grabbedByOrg, grabDiff ); if ( VectorLength( grabDiff ) > 128.0f ) {//too far, release me ent->client->ps.heldByClient = holder->client->ps.heldClient = ENTITYNUM_NONE; } else if ( 1 ) {//pull me along trace_t trace; vec3_t destOrg; VectorAdd( ent->currentOrigin, grabDiff, destOrg ); gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, destOrg, ent->s.number, (ent->clipmask&~holder->contents) ); G_SetOrigin( ent, trace.endpos ); //FIXME: better yet: do an actual slidemove to the new pos? //FIXME: if I'm alive, just tell me to walk some? } //FIXME: if I need to turn to keep my bone facing him, do so... } //don't let us fall? VectorClear( ent->client->ps.velocity ); //FIXME: also make the holder point his holding limb at you? } } else if ( ent->client->ps.ikStatus ) { //make sure we aren't IKing if we don't have anyone to hold onto us. if ( ent && ent->inuse && ent->client && ent->ghoul2.size() ) { if ( !ent->client->ps.heldByBolt ) { ent->client->ps.heldByBolt = gi.G2API_AddBolt( &ent->ghoul2[0], defaultBoltName ); } } else { //This shouldn't happen, but just in case it does, we'll have a failsafe. ent->client->ps.heldByBolt = 0; ent->client->ps.ikStatus = qfalse; } if ( ent->client->ps.heldByBolt ) { BG_IK_MoveLimb( ent->ghoul2, ent->client->ps.heldByBolt, animBone, firstBone, secondBone, level.time, &ent->s, ent->client->clientInfo.animFileIndex, ent->client->ps.torsoAnim/*BOTH_DEAD1*/, (float *)vec3_origin, &ent->client->ps.ikStatus, ent->client->ps.origin, ent->client->ps.viewangles, ent->s.modelScale, 500, qtrue ); } } } void BG_G2SetBoneAngles( centity_t *cent, gentity_t *gent, int boneIndex, const vec3_t angles, const int flags, const Eorientations up, const Eorientations right, const Eorientations forward, qhandle_t *modelList ) { if (boneIndex!=-1) { gi.G2API_SetBoneAnglesIndex( ¢->gent->ghoul2[0], boneIndex, angles, flags, up, right, forward, modelList ); } } #define MAX_YAWSPEED_X_WING 1 #define MAX_PITCHSPEED_X_WING 1 void PM_ScaleUcmd( playerState_t *ps, usercmd_t *cmd, gentity_t *gent ) { if ( G_IsRidingVehicle( gent ) ) {//driving a vehicle //clamp the turn rate int maxPitchSpeed = MAX_PITCHSPEED_X_WING;//switch, eventually? Or read from file? int diff = AngleNormalize180(SHORT2ANGLE((cmd->angles[PITCH]+ps->delta_angles[PITCH]))) - floor(ps->viewangles[PITCH]); if ( diff > maxPitchSpeed ) { cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] + maxPitchSpeed ) - ps->delta_angles[PITCH]; } else if ( diff < -maxPitchSpeed ) { cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] - maxPitchSpeed ) - ps->delta_angles[PITCH]; } //Um, WTF? When I turn in a certain direction, I start going backwards? Or strafing? int maxYawSpeed = MAX_YAWSPEED_X_WING;//switch, eventually? Or read from file? diff = AngleNormalize180(SHORT2ANGLE(cmd->angles[YAW]+ps->delta_angles[YAW]) - floor(ps->viewangles[YAW])); //clamp the turn rate if ( diff > maxYawSpeed ) { cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] + maxYawSpeed ) - ps->delta_angles[YAW]; } else if ( diff < -maxYawSpeed ) { cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] - maxYawSpeed ) - ps->delta_angles[YAW]; } } } extern void SetClientViewAngle( gentity_t *ent, vec3_t angle ); qboolean PM_LockAngles( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } qboolean PM_AdjustAnglesToGripper( gentity_t *ent, usercmd_t *ucmd ) {//FIXME: make this more generic and have it actually *tell* the client what cmd angles it should be locked at? if ( ((ent->client->ps.eFlags&EF_FORCE_GRIPPED)||(ent->client->ps.eFlags&EF_FORCE_DRAINED)) && ent->enemy ) { vec3_t dir, angles; VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, dir ); vectoangles( dir, angles ); angles[PITCH] = AngleNormalize180( angles[PITCH] ); angles[YAW] = AngleNormalize180( angles[YAW] ); if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, angles ); } ucmd->angles[PITCH] = ANGLE2SHORT(angles[PITCH]) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT(angles[YAW]) - ent->client->ps.delta_angles[YAW]; return qtrue; } return qfalse; } qboolean PM_AdjustAnglesToPuller( gentity_t *ent, gentity_t *puller, usercmd_t *ucmd, qboolean faceAway ) {//FIXME: make this more generic and have it actually *tell* the client what cmd angles it should be locked at? vec3_t dir, angles; VectorSubtract( puller->currentOrigin, ent->currentOrigin, dir ); vectoangles( dir, angles ); angles[PITCH] = AngleNormalize180( angles[PITCH] ); if ( faceAway ) { angles[YAW] += 180; } angles[YAW] = AngleNormalize180( angles[YAW] ); if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, angles ); } ucmd->angles[PITCH] = ANGLE2SHORT(angles[PITCH]) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT(angles[YAW]) - ent->client->ps.delta_angles[YAW]; return qtrue; } qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove ) { if (( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT || ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT ) && ent->client->ps.legsAnimTimer > 500 ) {//wall-running and not at end of anim //stick to wall, if there is one vec3_t fwd, rt, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0}; trace_t trace; float dist, yawAdjust=0.0f; AngleVectors( fwdAngles, fwd, rt, NULL ); if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT ) { dist = 128; yawAdjust = -90; } else { dist = -128; yawAdjust = 90; } VectorMA( ent->currentOrigin, dist, rt, traceTo ); gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask ); if ( trace.fraction < 1.0f && (trace.plane.normal[2] >= 0.0f && trace.plane.normal[2] <= 0.4f) )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE ) { trace_t trace2; vec3_t traceTo2; vec3_t wallRunFwd, wallRunAngles = {0}; wallRunAngles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust; AngleVectors( wallRunAngles, wallRunFwd, NULL, NULL ); VectorMA( ent->currentOrigin, 32, wallRunFwd, traceTo2 ); gi.trace( &trace2, ent->currentOrigin, mins, maxs, traceTo2, ent->s.number, ent->clipmask ); if ( trace2.fraction < 1.0f && DotProduct( trace2.plane.normal, wallRunFwd ) <= -0.999f ) {//wall we can't run on in front of us trace.fraction = 1.0f;//just a way to get it to kick us off the wall below } } if ( trace.fraction < 1.0f && (trace.plane.normal[2] >= 0.0f && trace.plane.normal[2] <= 0.4f) )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//still a vertical wall there //FIXME: don't pull around 90 turns //FIXME: simulate stepping up steps here, somehow? if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked ) { if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT ) { ucmd->rightmove = 127; } else { ucmd->rightmove = -127; } } if ( ucmd->upmove < 0 ) { ucmd->upmove = 0; } if ( ent->NPC ) {//invalid now VectorClear( ent->client->ps.moveDir ); } //make me face perpendicular to the wall ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust; if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; if ( (ent->s.number&&!G_ControlledByPlayer(ent)) || !player_locked ) { if ( doMove ) { //push me forward float zVel = ent->client->ps.velocity[2]; if ( zVel > forceJumpStrength[FORCE_LEVEL_2]/2.0f ) { zVel = forceJumpStrength[FORCE_LEVEL_2]/2.0f; } //pull me toward the wall VectorScale( trace.plane.normal, -128, ent->client->ps.velocity ); if ( ent->client->ps.legsAnimTimer > 500 ) {//not at end of anim yet, pushing forward //FIXME: or MA? float speed = 175; if ( ucmd->forwardmove < 0 ) {//slower speed = 100; } else if ( ucmd->forwardmove > 0 ) { speed = 250;//running speed } VectorMA( ent->client->ps.velocity, speed, fwd, ent->client->ps.velocity ); } ent->client->ps.velocity[2] = zVel;//preserve z velocity //VectorMA( ent->client->ps.velocity, -128, trace.plane.normal, ent->client->ps.velocity ); //pull me toward the wall, too //VectorMA( ent->client->ps.velocity, dist, rt, ent->client->ps.velocity ); } } ucmd->forwardmove = 0; return qtrue; } else if ( doMove ) {//stop it if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT ) { NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_RIGHT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } else if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT ) { NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_LEFT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } } return qfalse; } extern int PM_AnimLength( int index, animNumber_t anim ); qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly ) { vec3_t newAngles; float animLength, spinStart, spinEnd, spinAmt, spinLength; animNumber_t spinAnim; if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSTABDOWN ) { spinAnim = BOTH_JUMPFLIPSTABDOWN; spinStart = 300.0f;//700.0f; spinEnd = 1400.0f; spinAmt = 180.0f; } else if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSLASHDOWN1 ) { spinAnim = BOTH_JUMPFLIPSLASHDOWN1; spinStart = 300.0f;//700.0f;//1500.0f; spinEnd = 1400.0f;//2300.0f; spinAmt = 180.0f; } else { if ( !anglesOnly ) { if ( (ent->s.numberclient->clientInfo.animFileIndex, spinAnim ); float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer); //face me if ( elapsedTime >= spinStart && elapsedTime <= spinEnd ) { spinLength = spinEnd - spinStart; VectorCopy( ent->client->ps.viewangles, newAngles ); newAngles[YAW] = ent->angle + (spinAmt * (elapsedTime-spinStart) / spinLength); if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, newAngles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; if ( anglesOnly ) { return qtrue; } } else if ( anglesOnly ) { return qfalse; } //push me if ( ent->client->ps.legsAnimTimer > 300 )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//haven't landed or reached end of anim yet if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked ) { vec3_t pushDir, pushAngles = {0,ent->angle,0}; AngleVectors( pushAngles, pushDir, NULL, NULL ); if ( DotProduct( ent->client->ps.velocity, pushDir ) < 100 ) { VectorMA( ent->client->ps.velocity, 10, pushDir, ent->client->ps.velocity ); } } } //do a dip in the view if ( (ent->s.numberps->viewheight = standheight + viewDip; } return qtrue; } qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd ) { if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) ) { return qfalse; } if ( ( ent->client->ps.saberMove == LS_A_BACK || ent->client->ps.saberMove == LS_A_BACK_CR || ent->client->ps.saberMove == LS_A_BACKSTAB ) && PM_InAnimForSaberMove( ent->client->ps.torsoAnim, ent->client->ps.saberMove ) ) { if ( ent->client->ps.saberMove != LS_A_BACKSTAB || !ent->enemy || (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) ) { if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; } else {//keep player facing away from their enemy vec3_t enemyBehindDir; VectorSubtract( ent->currentOrigin, ent->enemy->currentOrigin, enemyBehindDir ); float enemyBehindYaw = AngleNormalize180( vectoyaw( enemyBehindDir ) ); float yawError = AngleNormalize180( enemyBehindYaw - AngleNormalize180( ent->client->ps.viewangles[YAW] ) ); if ( yawError > 1 ) { yawError = 1; } else if ( yawError < -1 ) { yawError = -1; } ucmd->angles[YAW] = ANGLE2SHORT( AngleNormalize180( ent->client->ps.viewangles[YAW] + yawError ) ) - ent->client->ps.delta_angles[YAW]; ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; } return qtrue; } return qfalse; } qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client->ps.saberLockTime > level.time ) { if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } return qfalse; } int G_MinGetUpTime( gentity_t *ent ) { if ( ent && ent->client && ( ent->client->ps.legsAnim == BOTH_PLAYER_PA_3_FLY || ent->client->ps.legsAnim == BOTH_LK_DL_ST_T_SB_1_L || ent->client->ps.legsAnim == BOTH_RELEASED ) ) {//special cases return 200; } else if ( ent && ent->client && ent->client->NPC_class == CLASS_ALORA ) {//alora springs up very quickly from knockdowns! return 1000; } else if ( (ent->s.clientNum < MAX_CLIENTS||G_ControlledByPlayer(ent)) ) {//player can get up faster based on his/her force jump skill int getUpTime = PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME; if ( ent->client->ps.forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_3 ) { return (getUpTime+400);//750 } else if ( ent->client->ps.forcePowerLevel[FP_LEVITATION] == FORCE_LEVEL_2 ) { return (getUpTime+200);//500 } else if ( ent->client->ps.forcePowerLevel[FP_LEVITATION] == FORCE_LEVEL_1 ) { return (getUpTime+100);//250 } else { return getUpTime; } } return 200; } qboolean PM_AdjustAnglesForKnockdown( gentity_t *ent, usercmd_t *ucmd, qboolean angleClampOnly ) { if ( PM_InKnockDown( &ent->client->ps ) ) {//being knocked down or getting up, can't do anything! if ( !angleClampOnly ) { if ( ent->client->ps.legsAnimTimer > G_MinGetUpTime( ent ) || (ent->s.number >= MAX_CLIENTS&&!G_ControlledByPlayer(ent)) ) {//can't get up yet ucmd->forwardmove = 0; ucmd->rightmove = 0; } if ( ent->NPC ) { VectorClear( ent->client->ps.moveDir ); } //you can jump up out of a knockdown and you get get up into a crouch from a knockdown //ucmd->upmove = 0; //if ( !PM_InForceGetUp( &ent->client->ps ) || ent->client->ps.torsoAnimTimer > 800 || ent->s.weapon != WP_SABER ) if ( ent->health > 0 ) {//can only attack if you've started a force-getup and are using the saber ucmd->buttons = 0; } } if ( !PM_InForceGetUp( &ent->client->ps ) ) {//can't turn unless in a force getup if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } } return qfalse; } qboolean PM_AdjustAnglesForDualJumpAttack( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } qboolean PM_AdjustAnglesForLongJump( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } qboolean PM_AdjustAnglesForGrapple( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } qboolean PM_AdjustAngleForWallRunUp( gentity_t *ent, usercmd_t *ucmd, qboolean doMove ) { if ( ent->client->ps.legsAnim == BOTH_FORCEWALLRUNFLIP_START ) {//wall-running up //stick to wall, if there is one vec3_t fwd, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0}; trace_t trace; float dist = 128; AngleVectors( fwdAngles, fwd, NULL, NULL ); VectorMA( ent->currentOrigin, dist, fwd, traceTo ); gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask ); if ( trace.fraction > 0.5f ) {//hmm, some room, see if there's a floor right here trace_t trace2; vec3_t top, bottom; VectorCopy( trace.endpos, top ); top[2] += (ent->mins[2]*-1) + 4.0f; VectorCopy( top, bottom ); bottom[2] -= 64.0f;//was 32.0f gi.trace( &trace2, top, ent->mins, ent->maxs, bottom, ent->s.number, ent->clipmask ); if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction < 1.0f && trace2.plane.normal[2] > 0.7f )//slope we can stand on {//cool, do the alt-flip and land on whetever it is we just scaled up VectorScale( fwd, 100, ent->client->ps.velocity ); ent->client->ps.velocity[2] += 200; NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRUNFLIP_ALT, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); ent->client->ps.pm_flags |= PMF_JUMP_HELD; ent->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; ent->client->ps.forcePowersActive |= (1<upmove = 0; return qfalse; } } if ( //ucmd->upmove <= 0 && ent->client->ps.legsAnimTimer > 0 && ucmd->forwardmove > 0 && trace.fraction < 1.0f && (trace.plane.normal[2] >= 0.0f && trace.plane.normal[2] <= MAX_WALL_RUN_Z_NORMAL) ) {//still a vertical wall there //make sure there's not a ceiling above us! trace_t trace2; VectorCopy( ent->currentOrigin, traceTo ); traceTo[2] += 64; gi.trace( &trace2, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask ); if ( trace2.fraction < 1.0f ) {//will hit a ceiling, so force jump-off right now //NOTE: hits any entity or clip brush in the way, too, not just architecture! } else {//all clear, keep going //FIXME: don't pull around 90 turns //FIXME: simulate stepping up steps here, somehow? if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked ) { ucmd->forwardmove = 127; } if ( ucmd->upmove < 0 ) { ucmd->upmove = 0; } if ( ent->NPC ) {//invalid now VectorClear( ent->client->ps.moveDir ); } //make me face the wall ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+180; if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked ) { if ( doMove ) { //pull me toward the wall VectorScale( trace.plane.normal, -128, ent->client->ps.velocity ); //push me up if ( ent->client->ps.legsAnimTimer > 200 ) {//not at end of anim yet float speed = 300; /* if ( ucmd->forwardmove < 0 ) {//slower speed = 100; } else if ( ucmd->forwardmove > 0 ) { speed = 250;//running speed } */ ent->client->ps.velocity[2] = speed;//preserve z velocity } //pull me toward the wall //VectorMA( ent->client->ps.velocity, -128, trace.plane.normal, ent->client->ps.velocity ); } } ucmd->forwardmove = 0; return qtrue; } } //failed! if ( doMove ) {//stop it VectorScale( fwd, WALL_RUN_UP_BACKFLIP_SPEED, ent->client->ps.velocity ); ent->client->ps.velocity[2] += 200; NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRUNFLIP_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); ent->client->ps.pm_flags |= PMF_JUMP_HELD; ent->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; ent->client->ps.forcePowersActive |= (1<upmove = 0; //return qtrue; } } return qfalse; } float G_ForceWallJumpStrength( void ) { return (forceJumpStrength[FORCE_LEVEL_3]/2.5f); } qboolean PM_AdjustAngleForWallJump( gentity_t *ent, usercmd_t *ucmd, qboolean doMove ) { if ( PM_InReboundJump( ent->client->ps.legsAnim ) || PM_InReboundHold( ent->client->ps.legsAnim ) ) {//hugging wall, getting ready to jump off //stick to wall, if there is one vec3_t checkDir, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0}; trace_t trace; float dist = 128, yawAdjust; switch ( ent->client->ps.legsAnim ) { case BOTH_FORCEWALLREBOUND_RIGHT: case BOTH_FORCEWALLHOLD_RIGHT: AngleVectors( fwdAngles, NULL, checkDir, NULL ); yawAdjust = -90; break; case BOTH_FORCEWALLREBOUND_LEFT: case BOTH_FORCEWALLHOLD_LEFT: AngleVectors( fwdAngles, NULL, checkDir, NULL ); VectorScale( checkDir, -1, checkDir ); yawAdjust = 90; break; case BOTH_FORCEWALLREBOUND_FORWARD: case BOTH_FORCEWALLHOLD_FORWARD: AngleVectors( fwdAngles, checkDir, NULL, NULL ); yawAdjust = 180; break; case BOTH_FORCEWALLREBOUND_BACK: case BOTH_FORCEWALLHOLD_BACK: AngleVectors( fwdAngles, checkDir, NULL, NULL ); VectorScale( checkDir, -1, checkDir ); yawAdjust = 0; break; default: //WTF??? return qfalse; break; } if ( g_debugMelee->integer ) {//uber-skillz if ( ucmd->upmove > 0 ) {//hold on until you let go manually if ( PM_InReboundHold( ent->client->ps.legsAnim ) ) {//keep holding if ( ent->client->ps.legsAnimTimer < 150 ) { ent->client->ps.legsAnimTimer = 150; } } else {//if got to hold part of anim, play hold anim if ( ent->client->ps.legsAnimTimer <= 300 ) { ent->client->ps.SaberDeactivate(); NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRELEASE_FORWARD+(ent->client->ps.legsAnim-BOTH_FORCEWALLHOLD_FORWARD), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); ent->client->ps.legsAnimTimer = ent->client->ps.torsoAnimTimer = 150; } } } } VectorMA( ent->currentOrigin, dist, checkDir, traceTo ); gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask ); if ( //ucmd->upmove <= 0 && ent->client->ps.legsAnimTimer > 100 && trace.fraction < 1.0f && fabs(trace.plane.normal[2]) <= MAX_WALL_GRAB_SLOPE ) {//still a vertical wall there //FIXME: don't pull around 90 turns /* if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked ) { ucmd->forwardmove = 127; } */ if ( ucmd->upmove < 0 ) { ucmd->upmove = 0; } if ( ent->NPC ) {//invalid now VectorClear( ent->client->ps.moveDir ); } //align me to the wall ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust; if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked ) { if ( doMove ) { //pull me toward the wall VectorScale( trace.plane.normal, -128, ent->client->ps.velocity ); } } ucmd->upmove = 0; ent->client->ps.pm_flags |= PMF_STUCK_TO_WALL; return qtrue; } else if ( doMove && (ent->client->ps.pm_flags&PMF_STUCK_TO_WALL)) {//jump off //push off of it! ent->client->ps.pm_flags &= ~PMF_STUCK_TO_WALL; ent->client->ps.velocity[0] = ent->client->ps.velocity[1] = 0; VectorScale( checkDir, -JUMP_OFF_WALL_SPEED, ent->client->ps.velocity ); ent->client->ps.velocity[2] = G_ForceWallJumpStrength(); ent->client->ps.pm_flags |= PMF_JUMPING|PMF_JUMP_HELD; G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" ); ent->client->ps.forcePowersActive |= (1<client->ps.legsAnim ) ) {//if was in hold pose, release now NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRELEASE_FORWARD+(ent->client->ps.legsAnim-BOTH_FORCEWALLHOLD_FORWARD), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } //no control for half a second ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; ent->client->ps.pm_time = 500; ucmd->forwardmove = 0; ucmd->rightmove = 0; ucmd->upmove = 0; //return qtrue; } } ent->client->ps.pm_flags &= ~PMF_STUCK_TO_WALL; return qfalse; } qboolean PM_AdjustAnglesForBFKick( gentity_t *self, usercmd_t *ucmd, vec3_t fwdAngs, qboolean aimFront ) { //Auto-aim the player at the ent in front/back of them //FIXME: camera angle should always be in front/behind me for the 2 kicks // (to hide how far away the two entities really are) //FIXME: don't let the people we're auto-aiming at move? gentity_t *ent; gentity_t *entityList[MAX_GENTITIES]; vec3_t mins, maxs; int i, e; int radius = ((self->maxs[0]*1.5f)+(self->maxs[0]*1.5f)+STAFF_KICK_RANGE+24.0f);//a little wide on purpose vec3_t center, vec2Ent, v_fwd; float distToEnt, bestDist = Q3_INFINITE; float dot, bestDot = -1.1f; float bestYaw = Q3_INFINITE; AngleVectors( fwdAngs, v_fwd, NULL, NULL ); VectorCopy( self->currentOrigin, center ); for ( i = 0 ; i < 3 ; i++ ) { mins[i] = center[i] - radius; maxs[i] = center[i] + radius; } int numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { ent = entityList[ e ]; if (ent == self) continue; if (ent->owner == self) continue; if ( !(ent->inuse) ) continue; //not a client? if ( !ent->client ) continue; //ally? if ( ent->client->playerTeam == self->client->playerTeam ) continue; //on the ground if ( PM_InKnockDown( &ent->client->ps ) ) continue; //dead? if ( ent->health <= 0 ) { if ( level.time - ent->s.time > 2000 ) {//died more than 2 seconds ago, forget him continue; } } //too far? VectorSubtract( ent->currentOrigin, center, vec2Ent ); distToEnt = VectorNormalize( vec2Ent ); if ( distToEnt > radius ) continue; if ( !aimFront ) {//aim away from them VectorScale( vec2Ent, -1, vec2Ent ); } dot = DotProduct( vec2Ent, v_fwd ); if ( dot < 0.0f ) {//never turn all the way around continue; } if ( dot > bestDot || ((bestDot-dot<0.25f)&&distToEnt-bestDist>8.0f) ) {//more in front... OR: still relatively close to in front and significantly closer bestDot = dot; bestDist = distToEnt; bestYaw = vectoyaw( vec2Ent ); } } if ( bestYaw != Q3_INFINITE && bestYaw != fwdAngs[YAW] ) {//aim us at them AngleNormalize180( bestYaw ); AngleNormalize180( fwdAngs[YAW] ); float angDiff = AngleSubtract( bestYaw, fwdAngs[YAW] ); AngleNormalize180( angDiff ); if ( fabs(angDiff) <= 3.0f ) { self->client->ps.viewangles[YAW] = bestYaw; } else if ( angDiff > 0.0f ) {//more than 3 degrees higher self->client->ps.viewangles[YAW] += 3.0f; } else {//must be more than 3 less than self->client->ps.viewangles[YAW] -= 3.0f; } if ( self->client->ps.viewEntity <= 0 || self->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( self, self->client->ps.viewangles ); } ucmd->angles[YAW] = ANGLE2SHORT( self->client->ps.viewangles[YAW] ) - self->client->ps.delta_angles[YAW]; return qtrue; } else {//lock these angles if ( self->client->ps.viewEntity <= 0 || self->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( self, self->client->ps.viewangles ); } ucmd->angles[YAW] = ANGLE2SHORT( self->client->ps.viewangles[YAW] ) - self->client->ps.delta_angles[YAW]; } return qtrue; } qboolean PM_AdjustAnglesForStabDown( gentity_t *ent, usercmd_t *ucmd ) { if ( PM_StabDownAnim( ent->client->ps.torsoAnim ) && ent->client->ps.torsoAnimTimer ) {//lock our angles ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0; float elapsedTime = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim ) - ent->client->ps.torsoAnimTimer; //FIXME: scale forwardmove by dist from enemy - none if right next to him (so we don't slide off!) if ( ent->enemy ) { float dist2Enemy = DistanceHorizontal( ent->enemy->currentOrigin, ent->currentOrigin ); if ( dist2Enemy > (ent->enemy->maxs[0]*1.5f)+(ent->maxs[0]*1.5f) ) { ent->client->ps.speed = dist2Enemy*2.0f; } else { ent->client->ps.speed = 0; } } else { ent->client->ps.speed = 150; } switch ( ent->client->ps.legsAnim ) { case BOTH_STABDOWN: if ( elapsedTime >= 300 && elapsedTime < 900 ) {//push forward? //FIXME: speed! ucmd->forwardmove = 127; } break; case BOTH_STABDOWN_STAFF: if ( elapsedTime > 400 && elapsedTime < 950 ) {//push forward? //FIXME: speed! ucmd->forwardmove = 127; } break; case BOTH_STABDOWN_DUAL: if ( elapsedTime >= 300 && elapsedTime < 900 ) {//push forward? //FIXME: speed! ucmd->forwardmove = 127; } break; } VectorClear( ent->client->ps.moveDir ); if ( ent->enemy//still have a valid enemy && ent->enemy->client//who is a client && (PM_InKnockDownNoGetup( &ent->enemy->client->ps ) //enemy still on ground || PM_InGetUpNoRoll( &ent->enemy->client->ps ) ) )//or getting straight up {//aim at the enemy vec3_t enemyDir; VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, enemyDir ); float enemyYaw = AngleNormalize180( vectoyaw( enemyDir ) ); float yawError = AngleNormalize180( enemyYaw - AngleNormalize180( ent->client->ps.viewangles[YAW] ) ); if ( yawError > 1 ) { yawError = 1; } else if ( yawError < -1 ) { yawError = -1; } ucmd->angles[YAW] = ANGLE2SHORT( AngleNormalize180( ent->client->ps.viewangles[YAW] + yawError ) ) - ent->client->ps.delta_angles[YAW]; ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; } else {//can't turn if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; } return qtrue; } return qfalse; } qboolean PM_AdjustAnglesForSpinProtect( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client->ps.torsoAnim == BOTH_A6_SABERPROTECT ) {//in the dual spin thing if ( ent->client->ps.torsoAnimTimer ) {//flatten and lock our angles, pull back camera //FIXME: lerp this ent->client->ps.viewangles[PITCH] = 0; if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } } return qfalse; } qboolean PM_AdjustAnglesForWallRunUpFlipAlt( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, ent->client->ps.viewangles ); } ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } qboolean PM_AdjustAnglesForHeldByMonster( gentity_t *ent, gentity_t *monster, usercmd_t *ucmd ) { vec3_t newViewAngles; if ( !monster || !monster->client ) { return qfalse; } VectorScale( monster->client->ps.viewangles, -1, newViewAngles ); if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD ) {//don't clamp angles when looking through a viewEntity SetClientViewAngle( ent, newViewAngles ); } ucmd->angles[PITCH] = ANGLE2SHORT( newViewAngles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( newViewAngles[YAW] ) - ent->client->ps.delta_angles[YAW]; return qtrue; } qboolean G_OkayToLean( playerState_t *ps, usercmd_t *cmd, qboolean interruptOkay ) { if ( (ps->clientNum < MAX_CLIENTS||G_ControlledByPlayer(&g_entities[ps->clientNum]))//player && ps->groundEntityNum != ENTITYNUM_NONE//on ground && ( (interruptOkay//okay to interrupt a lean && PM_DodgeAnim( ps->torsoAnim ) )//already leaning || (!ps->weaponTime//not attacking or being prevented from attacking && !ps->legsAnimTimer//not in any held legs anim && !ps->torsoAnimTimer) //not in any held torso anim ) && !(cmd->buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_LIGHTNING|BUTTON_USE_FORCE|BUTTON_FORCE_DRAIN|BUTTON_FORCEGRIP))//not trying to attack //&& (ps->forcePowersActive&(1<velocity, vec3_origin )//not moving && !cg_usingInFrontOf )//use button wouldn't be used for anything else { return qtrue; } return qfalse; } /* ================ PM_UpdateViewAngles This can be used as another entry point when only the viewangles are being updated isntead of a full move //FIXME: Now that they pmove twice per think, they snap-look really fast ================ */ void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent ) { short temp; float rootPitch = 0, pitchMin=-75, pitchMax=75, yawMin=0, yawMax=0, lockedYawValue = 0; //just to shut up warnings int i; vec3_t start, end, tmins, tmaxs, right; trace_t trace; qboolean lockedYaw = qfalse, clamped = qfalse; if ( ps->pm_type == PM_INTERMISSION ) { return; // no view changes at all } //TEMP #if 0 //rww 12/23/02 - I'm disabling this for now, I'm going to try to make it work with my new rag stuff if ( gent != NULL ) { PM_IKUpdate( gent ); } #endif if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) { return; // no view changes at all } // if ( player_locked ) // {//can't turn // return; // } if ( ps->clientNum != 0 && gent != NULL && gent->client != NULL ) { if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) { pitchMin = 0 - gent->client->renderInfo.headPitchRangeUp - gent->client->renderInfo.torsoPitchRangeUp; pitchMax = gent->client->renderInfo.headPitchRangeDown + gent->client->renderInfo.torsoPitchRangeDown; yawMin = 0 - gent->client->renderInfo.headYawRangeLeft - gent->client->renderInfo.torsoYawRangeLeft; yawMax = gent->client->renderInfo.headYawRangeRight + gent->client->renderInfo.torsoYawRangeRight; lockedYaw = qtrue; lockedYawValue = gent->client->renderInfo.lockYaw; } else { pitchMin = -gent->client->renderInfo.headPitchRangeUp-gent->client->renderInfo.torsoPitchRangeUp; pitchMax = gent->client->renderInfo.headPitchRangeDown+gent->client->renderInfo.torsoPitchRangeDown; } } if ( ps->eFlags & EF_LOCKED_TO_WEAPON ) { // Emplaced guns have different pitch capabilities if ( gent && gent->owner && gent->owner->e_UseFunc == useF_eweb_use ) { pitchMin = -15; pitchMax = 10; /* lockedYawValue = gent->owner->s.angles[YAW]; yawMax = gent->owner->s.origin2[0]; yawMin = yawMax *-1; lockedYaw = qtrue; */ } else { pitchMin = -35; pitchMax = 30; } } Vehicle_t *pVeh = NULL; // If we're a vehicle, or we're riding a vehicle...? if ( gent && gent->client && gent->client->NPC_class == CLASS_VEHICLE && gent->m_pVehicle) { pVeh = gent->m_pVehicle; // If we're a vehicle... if (pVeh->m_pVehicleInfo->Inhabited(pVeh) || pVeh->m_iBoarding!=0 || pVeh->m_pVehicleInfo->type!=VH_ANIMAL) { lockedYawValue = pVeh->m_vOrientation[YAW]; yawMax = yawMin = 0; rootPitch = pVeh->m_vOrientation[PITCH];//??? what if goes over 90 when add the min/max? pitchMax = 0.0f;//pVeh->m_pVehicleInfo->pitchLimit; pitchMin = 0.0f;//-pitchMax; lockedYaw = qtrue; } // If we're riding a vehicle... else if ( (pVeh = G_IsRidingVehicle( gent ) ) != NULL ) { if ( pVeh->m_pVehicleInfo->type != VH_ANIMAL ) {//animals just turn normally, no clamping lockedYawValue = 0;//gent->owner->client->ps.vehicleAngles[YAW]; lockedYaw = qtrue; yawMax = pVeh->m_pVehicleInfo->lookYaw; yawMin = -yawMax; if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER ) { rootPitch = pVeh->m_vOrientation[PITCH];//gent->owner->client->ps.vehicleAngles[PITCH];//??? what if goes over 90 when add the min/max? pitchMax = pVeh->m_pVehicleInfo->pitchLimit; pitchMin = -pitchMax; } else { rootPitch = 0;//gent->owner->client->ps.vehicleAngles[PITCH];//??? what if goes over 90 when add the min/max? pitchMax = pVeh->m_pVehicleInfo->lookPitch; pitchMin = -pitchMax; } } } /*if ( vehIndex != -1 ) { //FIXME: read from NPCs.cfg or vehicles.cfg? lockedYaw = qtrue; }*/ } const short pitchClampMin = ANGLE2SHORT(rootPitch+pitchMin); const short pitchClampMax = ANGLE2SHORT(rootPitch+pitchMax); const short yawClampMin = ANGLE2SHORT(lockedYawValue+yawMin); const short yawClampMax = ANGLE2SHORT(lockedYawValue+yawMax); // circularly clamp the angles with deltas for (i=0 ; i<3 ; i++) { temp = cmd->angles[i] + ps->delta_angles[i]; if ( i == PITCH ) { //FIXME get this limit from the NPCs stats? // don't let the player look up or down more than 90 degrees if ( temp > pitchClampMax ) { ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; //& clamp to short temp = pitchClampMax; clamped = qtrue; } else if ( temp < pitchClampMin ) { ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; //& clamp to short temp = pitchClampMin; clamped = qtrue; } } /* if ( i == ROLL && ps->vehicleIndex != VEHICLE_NONE ) { if ( temp > pitchClampMax ) { ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; temp = pitchClampMax; } else if ( temp < pitchClampMin ) { ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; temp = pitchClampMin; } } */ //FIXME: Are we losing precision here? Is this why it jitters? /* if ( i == YAW && lockedYaw ) { float multiplier = 1.0f; float newYaw = SHORT2ANGLE(temp); lockedYawValue = AngleNormalize180( lockedYawValue ); float yawDiff = AngleNormalize180( newYaw ) - lockedYawValue; if ( yawDiff > 180 ) { multiplier = -1.0f; yawDiff = 360 - yawDiff; } else if ( yawDiff < -180 ) { //multiplier = -1.0f; yawDiff = 360 + yawDiff; } // don't let the player look left or right more than the clamp, if any if ( yawDiff > yawMax ) { clamped = qtrue; ps->viewangles[i] = AngleNormalize180( lockedYawValue+((yawMax-2)*multiplier) ); } else if ( yawDiff < yawMin ) { clamped = qtrue; ps->viewangles[i] = AngleNormalize180( lockedYawValue+((yawMin+2)*multiplier) ); } else { ps->viewangles[i] = newYaw; } } */ if ( i == YAW && lockedYaw ) { //FIXME get this limit from the NPCs stats? // don't let the player look up or down more than 90 degrees if ( temp > yawClampMax ) { ps->delta_angles[i] = (yawClampMax - cmd->angles[i]) & 0xffff; //& clamp to short temp = yawClampMax; clamped = qtrue; } else if ( temp < yawClampMin ) { ps->delta_angles[i] = (yawClampMin - cmd->angles[i]) & 0xffff; //& clamp to short temp = yawClampMin; clamped = qtrue; } ps->viewangles[i] = SHORT2ANGLE(temp); } else { ps->viewangles[i] = SHORT2ANGLE(temp); } } if ( gent ) { //only in the real pmove if ( (cmd->buttons & BUTTON_USE) ) {//check leaning if ( cg.renderingThirdPerson ) {//third person lean if ( G_OkayToLean( ps, cmd, qtrue ) && (cmd->rightmove || (cmd->forwardmove && g_debugMelee->integer ) ) )//pushing a direction { int anim = -1; if ( cmd->rightmove > 0 ) {//lean right if ( cmd->forwardmove > 0 ) {//lean forward right if ( ps->torsoAnim == BOTH_DODGE_HOLD_FR ) { anim = ps->torsoAnim; } else { anim = BOTH_DODGE_FR; } } else if ( cmd->forwardmove < 0 ) {//lean backward right if ( ps->torsoAnim == BOTH_DODGE_HOLD_BR ) { anim = ps->torsoAnim; } else { anim = BOTH_DODGE_BR; } } else {//lean right if ( ps->torsoAnim == BOTH_DODGE_HOLD_R ) { anim = ps->torsoAnim; } else { anim = BOTH_DODGE_R; } } } else if ( cmd->rightmove < 0 ) {//lean left if ( cmd->forwardmove > 0 ) {//lean forward left if ( ps->torsoAnim == BOTH_DODGE_HOLD_FL ) { anim = ps->torsoAnim; } else { anim = BOTH_DODGE_FL; } } else if ( cmd->forwardmove < 0 ) {//lean backward left if ( ps->torsoAnim == BOTH_DODGE_HOLD_BL ) { anim = ps->torsoAnim; } else { anim = BOTH_DODGE_BL; } } else {//lean left if ( ps->torsoAnim == BOTH_DODGE_HOLD_L ) { anim = ps->torsoAnim; } else { anim = BOTH_DODGE_L; } } } else {//not pressing either side if ( cmd->forwardmove > 0 ) {//lean forward if ( PM_DodgeAnim( ps->torsoAnim ) ) { anim = ps->torsoAnim; } else if ( Q_irand( 0, 1 ) ) { anim = BOTH_DODGE_FL; } else { anim = BOTH_DODGE_FR; } } else if ( cmd->forwardmove < 0 ) {//lean backward if ( PM_DodgeAnim( ps->torsoAnim ) ) { anim = ps->torsoAnim; } else if ( Q_irand( 0, 1 ) ) { anim = BOTH_DODGE_BL; } else { anim = BOTH_DODGE_BR; } } } if ( anim != -1 ) { int extraHoldTime = 0; if ( PM_DodgeAnim( ps->torsoAnim ) && !PM_DodgeHoldAnim( ps->torsoAnim ) ) {//already in a dodge //use the hold pose, don't start it all over again anim = BOTH_DODGE_HOLD_FL+(anim-BOTH_DODGE_FL); extraHoldTime = 200; } if ( anim == pm->ps->torsoAnim ) { if ( pm->ps->torsoAnimTimer < 100 ) { pm->ps->torsoAnimTimer = 100; } } else { NPC_SetAnim( gent, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } if ( extraHoldTime && ps->torsoAnimTimer < extraHoldTime ) { ps->torsoAnimTimer += extraHoldTime; } if ( ps->groundEntityNum != ENTITYNUM_NONE && !cmd->upmove ) { NPC_SetAnim( gent, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); ps->legsAnimTimer = ps->torsoAnimTimer; } else { NPC_SetAnim( gent, SETANIM_LEGS, anim, SETANIM_FLAG_NORMAL ); } ps->weaponTime = ps->torsoAnimTimer; ps->leanStopDebounceTime = ceil((float)ps->torsoAnimTimer/50.0f);//20; } } } else if ( (!cg.renderingThirdPerson||cg.zoomMode) && cmd->rightmove != 0 && !cmd->forwardmove && cmd->upmove <= 0 ) {//Only lean if holding use button, strafing and not moving forward or back and not jumping int leanofs = 0; vec3_t viewangles; if ( cmd->rightmove > 0 ) { /* if( pm->ps->legsAnim != LEGS_LEAN_RIGHT1) { PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec */ if ( ps->leanofs <= 28 ) { leanofs = ps->leanofs + 4; } else { leanofs = 32; } } else { /* if ( pm->ps->legsAnim != LEGS_LEAN_LEFT1 ) { PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec */ if ( ps->leanofs >= -28 ) { leanofs = ps->leanofs - 4; } else { leanofs = -32; } } VectorCopy( ps->origin, start ); start[2] += ps->viewheight; VectorCopy( ps->viewangles, viewangles ); viewangles[ROLL] = 0; AngleVectors( ps->viewangles, NULL, right, NULL ); VectorNormalize( right ); right[2] = (leanofs<0)?0.25:-0.25; VectorMA( start, leanofs, right, end ); VectorSet( tmins, -8, -8, -4 ); VectorSet( tmaxs, 8, 8, 4 ); //if we don't trace EVERY frame, can TURN while leaning and //end up leaning into solid architecture (sigh) gi.trace( &trace, start, tmins, tmaxs, end, gent->s.number, MASK_PLAYERSOLID ); ps->leanofs = floor((float)leanofs * trace.fraction); ps->leanStopDebounceTime = 20; } else { if ( (cmd->forwardmove || cmd->upmove > 0) ) { if( ( pm->ps->legsAnim == LEGS_LEAN_RIGHT1) || ( pm->ps->legsAnim == LEGS_LEAN_LEFT1) ) { pm->ps->legsAnimTimer = 0;//Force it to stop the anim } if ( ps->leanofs > 0 ) { ps->leanofs-=4; if ( ps->leanofs < 0 ) { ps->leanofs = 0; } } else if ( ps->leanofs < 0 ) { ps->leanofs+=4; if ( ps->leanofs > 0 ) { ps->leanofs = 0; } } } } } else//BUTTON_USE { if ( ps->leanofs > 0 ) { ps->leanofs-=4; if ( ps->leanofs < 0 ) { ps->leanofs = 0; } } else if ( ps->leanofs < 0 ) { ps->leanofs+=4; if ( ps->leanofs > 0 ) { ps->leanofs = 0; } } } } if ( ps->leanStopDebounceTime ) { ps->leanStopDebounceTime -= 1; cmd->rightmove = 0; cmd->buttons &= ~BUTTON_USE; } }