jedioutcast/code/game/bg_pmove.cpp
2013-04-04 09:52:42 -05:00

7943 lines
No EOL
219 KiB
C++

// this include must remain at the top of every bg_xxxx CPP file
#include "common_headers.h"
// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate
// 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 "g_local.h"
#include "g_functions.h"
#include "anims.h"
#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
#include "wp_saber.h"
#include <float.h>
extern qboolean G_EntIsUnlockedDoor( int entityNum );
extern qboolean G_EntIsDoor( int entityNum );
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern void WP_SaberInitBladeData( gentity_t *ent );
extern void WP_SaberLose( gentity_t *self, vec3_t throwDir );
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
extern int Jedi_ReCalcParryTime( gentity_t *self );
extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
extern int PM_SaberAnimTransitionAnim( int curmove, int newmove );
extern saberMoveName_t PM_AttackMoveForQuad( int quad );
extern qboolean PM_SaberInTransition( int move );
extern qboolean PM_SaberInTransitionAny( int move );
extern qboolean PM_SaberInBounce( int move );
extern qboolean PM_SaberInSpecialAttack( int anim );
extern qboolean PM_SaberInAttack( int move );
extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
extern int PM_SaberBounceForAttack( int move );
extern int PM_SaberAttackForMovement( int forwardmove, int rightmove, int move );
extern int PM_BrokenParryForParry( int move );
extern int PM_KnockawayForParry( int move );
extern qboolean PM_SaberInParry( int move );
extern qboolean PM_SaberInKnockaway( int move );
extern qboolean PM_SaberInBrokenParry( int move );
extern qboolean PM_SaberInReflect( int move );
extern qboolean PM_SaberInIdle( int move );
extern qboolean PM_SaberInStart( int move );
extern qboolean PM_SaberKataDone( void );
extern qboolean PM_SaberInSpecial( int move );
extern qboolean PM_InDeathAnim ( void );
extern int PM_SaberFlipOverAttackMove( void );
extern int PM_SaberJumpAttackMove( void );
qboolean PM_InKnockDown( playerState_t *ps );
qboolean PM_InKnockDownOnGround( playerState_t *ps );
qboolean PM_InGetUp( playerState_t *ps );
qboolean PM_InRoll( playerState_t *ps );
qboolean PM_SpinningSaberAnim( int anim );
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight );
qboolean PM_SpinningAnim( int anim );
qboolean PM_FlippingAnim( int anim );
qboolean PM_PainAnim( int anim );
qboolean PM_RollingAnim( int anim );
extern int parryDebounce[];
extern qboolean player_locked;
extern qboolean MatrixMode;
extern cvar_t *g_timescale;
static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype );
#define FLY_NONE 0
#define FLY_NORMAL 1
#define FLY_VEHICLE 2
#define FLY_HOVER 3
int Flying = FLY_NONE;
pmove_t *pm;
pml_t pml;
// movement parameters
const float pm_stopspeed = 100.0f;
const float pm_duckScale = 0.50f;
const float pm_swimScale = 0.50f;
float pm_ladderScale = 0.7f;
const float pm_accelerate = 12.0f;
const float pm_airaccelerate = 4.0f;
const float pm_wateraccelerate = 4.0f;
const float pm_flyaccelerate = 8.0f;
const float pm_friction = 6.0f;
const float pm_waterfriction = 1.0f;
const float pm_flightfriction = 3.0f;
const float pm_frictionModifier = 3.0f; //Used for "careful" mode (when pressing use)
const float pm_airDecelRate = 1.35f; //Used for air decelleration away from current movement velocity
int c_pmove = 0;
extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
//extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags);
extern void PM_TorsoAnimation( void );
extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
extern int PM_AnimLength( int index, animNumber_t anim );
extern qboolean PM_InDeathAnim ( void );
extern qboolean PM_InOnGroundAnim ( playerState_t *ps );
extern weaponInfo_t cg_weapons[MAX_WEAPONS];
extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf );
#define PHASER_RECHARGE_TIME 100
extern int transitionMove[Q_NUM_QUADS][Q_NUM_QUADS];
/*
===============
PM_AddEvent
===============
*/
void PM_AddEvent( int newEvent )
{
AddEventToPlayerstate( newEvent, 0, pm->ps );
}
/*
===============
qboolean PM_ClientImpact( int otherEntityNum, qboolean damageSelf )
===============
*/
qboolean PM_ClientImpact( int otherEntityNum, qboolean damageSelf )
{
gentity_t *traceEnt;
if ( !pm->gent )
{
return qfalse;
}
if( (VectorLength( pm->ps->velocity )*(pm->gent->mass/10)) >= 100 && pm->ps->lastOnGround+100<level.time )//was 300 ||(other->material>=MAT_GLASS&&pm->gent->lastImpact+100<=level.time))
{
DoImpact( pm->gent, &g_entities[otherEntityNum], damageSelf );
}
if ( otherEntityNum >= ENTITYNUM_WORLD )
{
return qfalse;
}
traceEnt = &g_entities[otherEntityNum];
if ( !traceEnt || !(traceEnt->contents&pm->tracemask) )
{//it's dead or not in my way anymore
return qtrue;
}
return qfalse;
}
/*
===============
PM_AddTouchEnt
===============
*/
void PM_AddTouchEnt( int entityNum ) {
int i;
if ( entityNum == ENTITYNUM_WORLD ) {
return;
}
if ( pm->numtouch == MAXTOUCH ) {
return;
}
// see if it is already added
for ( i = 0 ; i < pm->numtouch ; i++ ) {
if ( pm->touchents[ i ] == entityNum ) {
return;
}
}
// add it
pm->touchents[pm->numtouch] = entityNum;
pm->numtouch++;
}
/*
==================
PM_ClipVelocity
Slide off of the impacting surface
This will pull you down onto slopes if heading away from
them and push you up them as you go up them.
Also stops you when you hit walls.
==================
*/
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
float backoff;
float change;
int i;
backoff = DotProduct (in, normal);
if ( backoff < 0 ) {
backoff *= overbounce;
} else {
backoff /= overbounce;
}
for ( i=0 ; i<3 ; i++ )
{
change = normal[i]*backoff;
out[i] = in[i] - change;
}
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
static void PM_Friction( void ) {
vec3_t vec;
float *vel;
float speed, newspeed, control;
float drop, friction = pm->ps->friction;
vel = pm->ps->velocity;
VectorCopy( vel, vec );
if ( pml.walking ) {
vec[2] = 0; // ignore slope movement
}
speed = VectorLength(vec);
if (speed < 1) {
vel[0] = 0;
vel[1] = 0; // allow sinking underwater
// FIXME: still have z friction underwater?
return;
}
drop = 0;
// apply ground friction, even if on ladder
if ( Flying != FLY_NORMAL )
{
if ( (pm->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1 )
{
if ( (pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK)) )
{
// if getting knocked back, no friction
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
{
//If the use key is pressed. slow the player more quickly
if ( pm->cmd.buttons & BUTTON_USE )
friction *= pm_frictionModifier;
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
}
}
}
}
if ( Flying == FLY_VEHICLE )
{
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
{
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
}
}
// apply water friction even if just wading
if ( pm->waterlevel && !(pm->watertype & CONTENTS_LADDER))
{
drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
}
// apply flying friction
if ( pm->ps->pm_type == PM_SPECTATOR )
{
drop += speed*pm_flightfriction*pml.frametime;
}
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
vel[2] = vel[2] * newspeed;
}
/*
==============
PM_Accelerate
Handles user intended acceleration
==============
*/
static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel )
{
int i;
float addspeed, accelspeed, currentspeed;
currentspeed = DotProduct (pm->ps->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0) {
return;
}
accelspeed = ( accel * pml.frametime ) * wishspeed;
if (accelspeed > addspeed) {
accelspeed = addspeed;
}
for (i=0 ; i<3 ; i++) {
pm->ps->velocity[i] += accelspeed * wishdir[i];
}
}
/*
============
PM_CmdScale
Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
static float PM_CmdScale( usercmd_t *cmd )
{
int max;
float total;
float scale;
max = abs( cmd->forwardmove );
if ( abs( cmd->rightmove ) > max ) {
max = abs( cmd->rightmove );
}
if ( abs( cmd->upmove ) > max ) {
max = abs( cmd->upmove );
}
if ( !max ) {
return 0;
}
total = sqrt( ( cmd->forwardmove * cmd->forwardmove )
+ ( cmd->rightmove * cmd->rightmove )
+ ( cmd->upmove * cmd->upmove ) );
scale = (float) pm->ps->speed * max / ( 127.0f * total );
return scale;
}
/*
================
PM_SetMovementDir
Determine the rotation of the legs reletive
to the facing dir
================
*/
static void PM_SetMovementDir( void ) {
if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 0;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 1;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 2;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 3;
} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 4;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 5;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 6;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 7;
}
} else {
// if they aren't actively going directly sideways,
// change the animation to the diagonal so they
// don't stop too crooked
if ( pm->ps->movementDir == 2 ) {
pm->ps->movementDir = 1;
} else if ( pm->ps->movementDir == 6 ) {
pm->ps->movementDir = 7;
}
}
}
/*
=============
PM_CheckJump
=============
*/
#define METROID_JUMP 1
qboolean PM_InSpecialJump( int anim )
{
switch ( anim )
{
case BOTH_WALL_RUN_RIGHT:
case BOTH_WALL_RUN_RIGHT_STOP:
case BOTH_WALL_RUN_RIGHT_FLIP:
case BOTH_WALL_RUN_LEFT:
case BOTH_WALL_RUN_LEFT_STOP:
case BOTH_WALL_RUN_LEFT_FLIP:
case BOTH_WALL_FLIP_RIGHT:
case BOTH_WALL_FLIP_LEFT:
case BOTH_FLIP_BACK1:
case BOTH_FLIP_BACK2:
case BOTH_FLIP_BACK3:
case BOTH_WALL_FLIP_BACK1:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_FORCELEAP2_T__B_:
case BOTH_JUMPFLIPSLASHDOWN1://#
case BOTH_JUMPFLIPSTABDOWN://#
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_ARIAL_F1:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
return qtrue;
}
return qfalse;
}
extern void CG_PlayerLockedWeaponSpeech( int jumping );
qboolean PM_ForceJumpingUp( gentity_t *gent )
{
if ( !gent || !gent->client )
{
return qfalse;
}
if ( gent->NPC )
{//this is ONLY for the player
return qfalse;
}
if ( !(gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) && gent->client->ps.forceJumpCharge )
{//already jumped and let go
return qfalse;
}
if ( PM_InSpecialJump( gent->client->ps.legsAnim ) )
{
return qfalse;
}
if ( PM_InKnockDown( &gent->client->ps ) )
{
return qfalse;
}
if ( gent->client->ps.groundEntityNum == ENTITYNUM_NONE && //in air
gent->client->ps.pm_flags & PMF_JUMPING &&//forceJumpZStart && //jumped
gent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && //force-jump capable
gent->client->ps.velocity[2] > 0 &&//going up
!(gent->client->ps.pm_flags&PMF_TRIGGER_PUSHED) )//not pushed by a trigger
{
if( gent->flags & FL_LOCK_PLAYER_WEAPONS ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
{
CG_PlayerLockedWeaponSpeech( qtrue );
return qfalse;
}
return qtrue;
}
return qfalse;
}
static void PM_JumpForDir( void )
{
int anim = BOTH_JUMP1;
if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_JUMP1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_JUMPBACK1;
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_JUMPRIGHT1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_JUMPLEFT1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else
{
anim = BOTH_JUMP1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
if(!PM_InDeathAnim())
{
PM_SetAnim(pm,SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
}
}
extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
static qboolean PM_CheckJump( void )
{
//Don't allow jump until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse;
}
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ) )
{//in knockdown
return qfalse;
}
if ( pm->gent && pm->gent->client &&
( pm->gent->client->NPC_class == CLASS_ATST ||
pm->gent->client->NPC_class == CLASS_GONK ||
pm->gent->client->NPC_class == CLASS_MARK1 ||
pm->gent->client->NPC_class == CLASS_MARK2 ||
pm->gent->client->NPC_class == CLASS_MOUSE ||
pm->gent->client->NPC_class == CLASS_PROBE ||
pm->gent->client->NPC_class == CLASS_PROTOCOL ||
pm->gent->client->NPC_class == CLASS_R2D2 ||
pm->gent->client->NPC_class == CLASS_R5D2 ||
pm->gent->client->NPC_class == CLASS_SEEKER ||
pm->gent->client->NPC_class == CLASS_REMOTE ||
pm->gent->client->NPC_class == CLASS_SENTRY ) )
{//FIXME: ugh, hacky, set a flag on NPC or something, please...
return qfalse;
}
/*
if ( pm->cmd.buttons & BUTTON_FORCEJUMP )
{
pm->ps->pm_flags |= PMF_JUMP_HELD;
}
*/
#if METROID_JUMP
if ( pm->waterlevel < 3 )
{
if ( pm->ps->gravity > 0 )
{//can't do this in zero-G
//FIXME: still able to pogo-jump...
if ( PM_ForceJumpingUp( pm->gent ) && (pm->ps->pm_flags&PMF_JUMP_HELD) )
{//holding jump in air
float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart;
//check for max force jump level and cap off & cut z vel
if ( ( curHeight<=forceJumpHeight[0] ||//still below minimum jump height
(pm->ps->forcePower&&pm->cmd.upmove>=10) ) &&////still have force power available and still trying to jump up
curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] )//still below maximum jump height
{//can still go up
//FIXME: after a certain amount of time of held jump, play force jump sound and flip if a dir is being held
//FIXME: if hit a wall... should we cut velocity or allow them to slide up it?
//FIXME: constantly drain force power at a rate by which the usage for maximum height would use up the full cost of force jump
if ( curHeight > forceJumpHeight[0] )
{//passed normal jump height *2?
if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )//haven't started forcejump yet
{
//start force jump
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
//play flip
//FIXME: do this only when they stop the jump (below) or when they're just about to hit the peak of the jump
if ((pm->cmd.forwardmove || pm->cmd.rightmove) && //pushing in a dir
//pm->ps->legsAnim != BOTH_ARIAL_F1 &&//not already flipping
pm->ps->legsAnim != BOTH_FLIP_F &&
pm->ps->legsAnim != BOTH_FLIP_B &&
pm->ps->legsAnim != BOTH_FLIP_R &&
pm->ps->legsAnim != BOTH_FLIP_L
&& cg.renderingThirdPerson//third person only
&& !cg.zoomMode )//not zoomed in
{//FIXME: this could end up playing twice if the jump is very long...
int anim = BOTH_FORCEINAIR1;
int parts = SETANIM_BOTH;
if ( pm->cmd.forwardmove > 0 )
{
/*
if ( pm->ps->forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_2 )
{
anim = BOTH_ARIAL_F1;
}
else
*/
{
anim = BOTH_FLIP_F;
}
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_FLIP_B;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_FLIP_R;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_FLIP_L;
}
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//FIXME: really want to know how far off ground we are, probably...
vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
int anim = -1;
AngleVectors( facingAngles, facingFwd, facingRight, NULL );
float dotR = DotProduct( facingRight, pm->ps->velocity );
float dotF = DotProduct( facingFwd, pm->ps->velocity );
if ( fabs(dotR) > fabs(dotF) * 1.5 )
{
if ( dotR > 150 )
{
anim = BOTH_FORCEJUMPRIGHT1;
}
else if ( dotR < -150 )
{
anim = BOTH_FORCEJUMPLEFT1;
}
}
else
{
if ( dotF > 150 )
{
anim = BOTH_FORCEJUMP1;
}
else if ( dotF < -150 )
{
anim = BOTH_FORCEJUMPBACK1;
}
}
if ( anim != -1 )
{
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else
{
if ( !pm->ps->legsAnimTimer )
{//not in the middle of a legsAnim
int anim = pm->ps->legsAnim;
int newAnim = -1;
switch ( anim )
{
case BOTH_FORCEJUMP1:
newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1;
break;
case BOTH_FORCEJUMPBACK1:
newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1;
break;
case BOTH_FORCEJUMPLEFT1:
newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1;
break;
case BOTH_FORCEJUMPRIGHT1:
newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1;
break;
}
if ( newAnim != -1 )
{
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
}
//need to scale this down, start with height velocity (based on max force jump height) and scale down to regular jump vel
pm->ps->velocity[2] = (forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]-curHeight)/forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]*forceJumpStrength[pm->ps->forcePowerLevel[FP_LEVITATION]];//JUMP_VELOCITY;
pm->ps->velocity[2] /= 10;
pm->ps->velocity[2] += JUMP_VELOCITY;
pm->ps->pm_flags |= PMF_JUMP_HELD;
}
else if ( curHeight > forceJumpHeight[0] && curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] - forceJumpHeight[0] )
{//still have some headroom, don't totally stop it
if ( pm->ps->velocity[2] > JUMP_VELOCITY )
{
pm->ps->velocity[2] = JUMP_VELOCITY;
}
}
else
{
pm->ps->velocity[2] = 0;
}
pm->cmd.upmove = 0;
return qfalse;
}
}
}
#endif
//Not jumping
if ( pm->cmd.upmove < 10 ) {
return qfalse;
}
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD )
{
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
return qfalse;
}
if ( pm->ps->gravity <= 0 )
{//in low grav, you push in the dir you're facing as long as there is something behind you to shove off of
vec3_t forward, back;
trace_t trace;
AngleVectors( pm->ps->viewangles, forward, NULL, NULL );
VectorMA( pm->ps->origin, -8, forward, back );
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, back, pm->ps->clientNum, pm->tracemask );
pm->cmd.upmove = 0;
if ( trace.fraction < 1.0f )
{
VectorMA( pm->ps->velocity, JUMP_VELOCITY/2, forward, pm->ps->velocity );
//FIXME: kicking off wall anim? At least check what anim we're in?
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARDSTART,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
}
else
{//else no surf close enough to push off of
return qfalse;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//need to set some things and return
//Jumping
pm->ps->forceJumpZStart = 0;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->pm_flags |= (PMF_JUMPING|PMF_JUMP_HELD);
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->jumpZStart = pm->ps->origin[2];
if ( pm->gent )
{
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
{
PM_AddEvent( EV_JUMP );
}
}
else
{
PM_AddEvent( EV_JUMP );
}
return qtrue;
}//else no surf close enough to push off of
}
else if ( pm->cmd.upmove > 0 && pm->waterlevel < 2
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)
//&& !PM_InKnockDown( pm->ps )
&& pm->gent && WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 0 )
&& (pm->ps->clientNum||(cg.renderingThirdPerson && !cg.zoomMode && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) )) )// yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
{
if ( pm->gent->NPC && pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank <= RANK_LT_JG )
{//reborn who are not acrobats can't do any of these acrobatics
}
else if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//on the ground
//check for left-wall and right-wall special jumps
int anim = -1;
float vertPush = 0;
if ( pm->cmd.rightmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//strafing right
if ( pm->cmd.forwardmove > 0 )
{//wall-run
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
anim = BOTH_WALL_RUN_RIGHT;
}
else if ( pm->cmd.forwardmove == 0 )
{//wall-flip
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_RIGHT;
}
}
else if ( pm->cmd.rightmove < 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//strafing left
if ( pm->cmd.forwardmove > 0 )
{//wall-run
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
anim = BOTH_WALL_RUN_LEFT;
}
else if ( pm->cmd.forwardmove == 0 )
{//wall-flip
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_LEFT;
}
}
else if ( pm->ps->clientNum && pm->cmd.forwardmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//run up wall, flip backwards
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 /*200*200*/)
{//have to be moving... FIXME: make sure it's opposite the wall... or at least forward?
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_BACK1;
}
}
else if ( pm->cmd.forwardmove < 0 && !(pm->cmd.buttons&BUTTON_ATTACK) )//pm->ps->clientNum &&
{//double-tap back-jump does backflip
vertPush = JUMP_VELOCITY;
anim = PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 );
}
else if ( VectorLengthSquared( pm->ps->velocity ) < 256 /*16 squared*/)
{//not moving
if ( pm->ps->weapon == WP_SABER && (pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->saberAnimLevel == FORCE_LEVEL_2 )
{
/*
//Only tavion does these now
if ( pm->ps->clientNum && Q_irand( 0, 1 ) )
{//butterfly... FIXME: does direction matter?
vertPush = JUMP_VELOCITY;
if ( Q_irand( 0, 1 ) )
{
anim = BOTH_BUTTERFLY_LEFT;
}
else
{
anim = BOTH_BUTTERFLY_RIGHT;
}
}
else
*/if ( pm->ps->clientNum )//NOTE: pretty much useless, so player never does these
{//jump-spin FIXME: does direction matter?
vertPush = forceJumpStrength[FORCE_LEVEL_2]/1.5f;
anim = Q_irand( BOTH_FJSS_TR_BL, BOTH_FJSS_TL_BR );
}
}
}
if ( anim != -1 && PM_HasAnimation( pm->gent, anim ) )
{
vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
qboolean doTrace = qfalse;
int contents = CONTENTS_SOLID;
AngleVectors( fwdAngles, fwd, right, NULL );
//trace-check for a wall, if necc.
switch ( anim )
{
case BOTH_WALL_FLIP_LEFT:
//contents |= CONTENTS_BODY;
//NOTE: purposely falls through to next case!
case BOTH_WALL_RUN_LEFT:
doTrace = qtrue;
VectorMA( pm->ps->origin, -16, right, traceto );
break;
case BOTH_WALL_FLIP_RIGHT:
//contents |= CONTENTS_BODY;
//NOTE: purposely falls through to next case!
case BOTH_WALL_RUN_RIGHT:
doTrace = qtrue;
VectorMA( pm->ps->origin, 16, right, traceto );
break;
case BOTH_WALL_FLIP_BACK1:
//contents |= CONTENTS_BODY;
doTrace = qtrue;
VectorMA( pm->ps->origin, 16, fwd, traceto );
break;
}
vec3_t idealNormal;
if ( doTrace )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
}
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( !doTrace || (trace.fraction < 1.0f&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7)) )
{//there is a wall there
//move me to side
if ( anim == BOTH_WALL_FLIP_LEFT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
}
else if ( anim == BOTH_WALL_FLIP_RIGHT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
}
else if ( anim == BOTH_FLIP_BACK1
|| anim == BOTH_FLIP_BACK2
|| anim == BOTH_FLIP_BACK3
|| anim == BOTH_WALL_FLIP_BACK1 )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
}
//kick if jumping off an ent
if ( doTrace && anim != BOTH_WALL_RUN_LEFT && anim != BOTH_WALL_RUN_RIGHT )
{
if ( pm->gent && trace.entityNum < ENTITYNUM_WORLD )
{
if ( traceEnt && traceEnt->client && traceEnt->health > 0 && traceEnt->takedamage )
{//push them away and do pain
vec3_t oppDir;
float strength = VectorNormalize2( pm->ps->velocity, oppDir );
VectorScale( oppDir, -1, oppDir );
//FIXME: need knockdown anim
G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
G_Throw( traceEnt, oppDir, strength );
G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
}
}
}
//up
if ( vertPush )
{
pm->ps->velocity[2] = vertPush;
}
//animate me
int parts = SETANIM_LEGS;
if ( anim == BOTH_BUTTERFLY_LEFT ||
anim == BOTH_BUTTERFLY_RIGHT ||
anim == BOTH_FJSS_TR_BL ||
anim == BOTH_FJSS_TL_BR )
{
parts = SETANIM_BOTH;
pm->cmd.buttons&=~BUTTON_ATTACK;
pm->ps->saberMove = LS_NONE;
pm->gent->client->saberTrail.inAction = qtrue;//FIXME: reset this when done!
pm->gent->client->saberTrail.duration = 300;//FIXME: reset this when done!
}
else if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
if ( anim == BOTH_BUTTERFLY_LEFT ||
anim == BOTH_BUTTERFLY_RIGHT ||
anim == BOTH_FJSS_TR_BL ||
anim == BOTH_FJSS_TL_BR )
{
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
}
}
}
else
{//in the air
int legsAnim = pm->ps->legsAnim;
if ( legsAnim == BOTH_WALL_RUN_LEFT || legsAnim == BOTH_WALL_RUN_RIGHT )
{//running on a wall
vec3_t right, traceto, mins = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
int anim = -1;
AngleVectors( fwdAngles, NULL, right, NULL );
if ( legsAnim == BOTH_WALL_RUN_LEFT )
{
if ( pm->ps->legsAnimTimer > 400 )
{//not at the end of the anim
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_LEFT );
if ( pm->ps->legsAnimTimer < animLen - 400 )
{//not at start of anim
VectorMA( pm->ps->origin, -16, right, traceto );
anim = BOTH_WALL_RUN_LEFT_FLIP;
}
}
}
else if ( legsAnim == BOTH_WALL_RUN_RIGHT )
{
if ( pm->ps->legsAnimTimer > 400 )
{//not at the end of the anim
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_RIGHT );
if ( pm->ps->legsAnimTimer < animLen - 400 )
{//not at start of anim
VectorMA( pm->ps->origin, 16, right, traceto );
anim = BOTH_WALL_RUN_RIGHT_FLIP;
}
}
}
if ( anim != -1 )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
if ( trace.fraction < 1.0f )
{//flip off wall
if ( anim == BOTH_WALL_RUN_LEFT_FLIP )
{
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
}
else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP )
{
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
}
int parts = SETANIM_LEGS;
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
//FIXME: do damage to traceEnt, like above?
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
}
}
if ( pm->cmd.upmove != 0 )
{//jump failed, so don't try to do normal jump code, just return
return qfalse;
}
}
/*
else if ( pm->cmd.forwardmove < 0
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
&& !(pm->ps->pm_flags&PMF_JUMP_HELD) //not holding jump
&& (level.time - pm->ps->lastOnGround) <= 500 //just jumped
)//&& !(pm->cmd.buttons&BUTTON_ATTACK) )
{//double-tap back-jump does backflip
vec3_t fwd, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
AngleVectors( fwdAngles, fwd, NULL, NULL );
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
//pm->ps->velocity[2] = JUMP_VELOCITY;
int parts = SETANIM_LEGS;
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( pm, parts, PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
}
*/
else if ( pm->cmd.forwardmove > 0 //pushing forward
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
&& (level.time - pm->ps->lastOnGround) <= 500 //just jumped
&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 ) )//not in a flip or spin or anything
{//run up wall, flip backwards
//FIXME: have to be moving... make sure it's opposite the wall... or at least forward?
if ( PM_HasAnimation( pm->gent, BOTH_WALL_FLIP_BACK1 ) )
{
vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
vec3_t idealNormal;
AngleVectors( fwdAngles, fwd, NULL, NULL );
VectorMA( pm->ps->origin, 32, fwd, traceto );
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );//FIXME: clip brushes too?
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( trace.fraction < 1.0f&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
{//there is a wall there
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
//pm->ps->velocity[2] = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
//animate me
int parts = SETANIM_LEGS;
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( pm, parts, BOTH_WALL_FLIP_BACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
}
}
}
else
{
//FIXME: if in a butterfly, kick people away?
}
}
}
if ( pm->gent
&& pm->cmd.upmove > 0
&& pm->ps->weapon == WP_SABER
&& (pm->ps->weaponTime > 0||pm->cmd.buttons&BUTTON_ATTACK)
&& (pm->ps->clientNum||(cg.renderingThirdPerson && !cg.zoomMode)) )
{//okay, we just jumped and we're in an attack
if ( !PM_RollingAnim( pm->ps->legsAnim )
&& !PM_InKnockDown( pm->ps )
&& !PM_InDeathAnim()
&& !PM_PainAnim( pm->ps->torsoAnim )
&& !PM_FlippingAnim( pm->ps->legsAnim )
&& !PM_SpinningAnim( pm->ps->legsAnim )
&& !PM_SaberInSpecialAttack( pm->ps->torsoAnim )
&& ( PM_SaberInTransitionAny( pm->ps->saberMove ) || PM_SaberInAttack( pm->ps->saberMove ) )
&& PM_InAnimForSaberMove( pm->ps->torsoAnim, pm->ps->saberMove ) )
{//not in an anim we shouldn't interrupt
//see if it's not too late to start a special jump-attack
float animLength = PM_AnimLength( g_entities[pm->ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)pm->ps->torsoAnim );
if ( animLength - pm->ps->torsoAnimTimer < 500 )
{//just started the saberMove
//check for special-case jump attacks
if ( pm->ps->saberAnimLevel == FORCE_LEVEL_2 )
{//using medium attacks
if ( pm->gent->enemy && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
&& !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=500) )//on ground or just jumped
{//flip over-forward down-attack
if ( !pm->ps->clientNum ||
(pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) )
{//only player or acrobat or boss and higher can do this
vec3_t fwdAngles = {0,pm->ps->viewangles[YAW],0};
if ( pm->gent->enemy->health > 0
&& pm->gent->enemy->maxs[2] > 12
&& (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) )
&& DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 10000
&& InFront( pm->gent->enemy->currentOrigin, pm->gent->currentOrigin, fwdAngles, 0.3f ) )
{//enemy must be alive, not low to ground, close and in front
PM_SetSaberMove( PM_SaberFlipOverAttackMove() );
}
}
}
}
else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_3 || (pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 1 )) )
{//using strong attacks
if ( pm->cmd.forwardmove > 0 //going forward
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
&& !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
&& (pm->ps->legsAnim == BOTH_STAND2||level.time-pm->ps->lastStationary<=500)//standing or just started moving
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||(pm->ps->clientNum&&level.time-pm->ps->lastOnGround<=500)))//on ground or just jumped if non-player
{//strong attack: jump-hack
if ( !pm->ps->clientNum ||
(pm->gent && pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) )
{//only player or acrobat or boss and higher can do this
PM_SetSaberMove( PM_SaberJumpAttackMove() );
}
}
}
}
}
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{
return qfalse;
}
if ( pm->cmd.upmove > 0 )
{//no special jumps
/*
gentity_t *groundEnt = &g_entities[pm->ps->groundEntityNum];
if ( groundEnt && groundEnt->NPC )
{//Can't jump off of someone's head
return qfalse;
}
*/
pm->ps->velocity[2] = JUMP_VELOCITY;
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING;
}
if ( d_JediAI->integer )
{
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
{
Com_Printf( "jumping\n" );
}
}
//Jumping
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->jumpZStart = pm->ps->origin[2];
if ( pm->gent )
{
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
{
PM_AddEvent( EV_JUMP );
}
}
else
{
PM_AddEvent( EV_JUMP );
}
//Set the animations
if ( pm->ps->gravity > 0 && !PM_InSpecialJump( pm->ps->legsAnim ) && !PM_InGetUp( pm->ps ) )
{
PM_JumpForDir();
}
return qtrue;
}
/*
=============
PM_CheckWaterJump
=============
*/
static qboolean PM_CheckWaterJump( void ) {
vec3_t spot;
int cont;
vec3_t flatforward;
if (pm->ps->pm_time) {
return qfalse;
}
// check for water jump
if ( pm->waterlevel != 2 ) {
return qfalse;
}
if ( pm->watertype & CONTENTS_LADDER ) {
if (pm->ps->velocity[2] <= 0)
return qfalse;
}
flatforward[0] = pml.forward[0];
flatforward[1] = pml.forward[1];
flatforward[2] = 0;
VectorNormalize( flatforward );
VectorMA( pm->ps->origin, 30, flatforward, spot );
spot[2] += 4;
cont = pm->pointcontents (spot, pm->ps->clientNum );
if ( !(cont & CONTENTS_SOLID) ) {
return qfalse;
}
spot[2] += 16;
cont = pm->pointcontents( spot, pm->ps->clientNum );
if ( cont&(CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_BODY) ) {
return qfalse;
}
// jump out of water
VectorScale( pml.forward, 200, pm->ps->velocity );
pm->ps->velocity[2] = 350;
pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
pm->ps->pm_time = 2000;
return qtrue;
}
//============================================================================
/*
===================
PM_WaterJumpMove
Flying out of the water
===================
*/
static void PM_WaterJumpMove( void )
{
// waterjump has no control, but falls
PM_StepSlideMove( 1 );
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
if (pm->ps->velocity[2] < 0)
{
// cancel as soon as we are falling down again
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
}
}
/*
===================
PM_WaterMove
===================
*/
static void PM_WaterMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float vel;
if ( PM_CheckWaterJump() ) {
PM_WaterJumpMove();
return;
}
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && pm->waterlevel < 3 )
{
if ( PM_CheckJump () ) {
// jumped away
return;
}
}
#if 0
// jump = head for surface
if ( pm->cmd.upmove >= 10 ) {
if (pm->ps->velocity[2] > -300) {
if ( pm->watertype == CONTENTS_WATER ) {
pm->ps->velocity[2] = 100;
} else if (pm->watertype == CONTENTS_SLIME) {
pm->ps->velocity[2] = 80;
} else {
pm->ps->velocity[2] = 50;
}
}
}
#endif
PM_Friction ();
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale ) {
wishvel[0] = 0;
wishvel[1] = 0;
if ( pm->watertype & CONTENTS_LADDER ) {
wishvel[2] = 0;
} else {
wishvel[2] = -60; // sink towards bottom
}
} else {
for (i=0 ; i<3 ; i++) {
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
}
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if ( pm->watertype & CONTENTS_LADDER ) //ladder
{
if ( wishspeed > pm->ps->speed * pm_ladderScale ) {
wishspeed = pm->ps->speed * pm_ladderScale;
}
PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate );
} else {
if ( pm->ps->gravity < 0 )
{//float up
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
}
if ( wishspeed > pm->ps->speed * pm_swimScale ) {
wishspeed = pm->ps->speed * pm_swimScale;
}
PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate );
}
// make sure we can go up slopes easily under water
if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
PM_SlideMove( qfalse );
}
/*
===================
PM_FlyVehicleMove
===================
*/
static void PM_FlyVehicleMove( void )
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float zVel;
// normal slowdown
if ( pm->ps->gravity && pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//falling
zVel = pm->ps->velocity[2];
PM_Friction ();
pm->ps->velocity[2] = zVel;
}
else
{
PM_Friction ();
if ( pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
pm->ps->velocity[2] = 0; // ignore slope movement
}
}
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale )
{
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = 0;
}
else
{
for (i=0 ; i<3 ; i++)
{
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
}
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
PM_Accelerate( wishdir, wishspeed, 100 );
PM_StepSlideMove( 1 );
}
/*
===================
PM_FlyMove
Only with the flight powerup
===================
*/
static void PM_FlyMove( void )
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float accel;
qboolean lowGravMove = qfalse;
// normal slowdown
PM_Friction ();
if ( pm->ps->gravity <= 0 && (!pm->ps->clientNum || (pm->gent&&pm->gent->NPC&&pm->gent->NPC->stats.moveType == MT_RUNJUMP)) )
{
PM_CheckJump();
accel = 1.0f;
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->jumpZStart = pm->ps->origin[2];//so we don't take a lot of damage when the gravity comes back on
lowGravMove = qtrue;
}
else
{
accel = pm_flyaccelerate;
}
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale )
{
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = 0;
}
else
{
for (i=0 ; i<3 ; i++)
{
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
}
if ( lowGravMove )
{
wishvel[2] += scale * pm->cmd.upmove;
VectorScale( wishvel, 0.5f, wishvel );
}
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
PM_Accelerate( wishdir, wishspeed, accel );
PM_StepSlideMove( 1 );
}
/*
===================
PM_AirMove
===================
*/
static void PM_AirMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float gravMod = 1.0f;
#if METROID_JUMP
PM_CheckJump();
#endif
PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
if ( (pm->ps->pm_flags&PMF_SLOW_MO_FALL) )
{//no air-control
VectorClear( wishvel );
}
else
{
for ( i = 0 ; i < 2 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
wishvel[2] = 0;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
/*
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_STASIS )
{//FIXME: do a check for movetype_float
//Can move fairly well in air while falling
PM_Accelerate (wishdir, wishspeed, pm_accelerate/2.0f);
}
else
{
*/
if ( ( DotProduct (pm->ps->velocity, wishdir) ) < 0.0f )
{//Encourage deceleration away from the current velocity
wishspeed *= pm_airDecelRate;
}
// not on ground, so little effect on velocity
PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);
//}
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
if ( pml.groundPlane ) {
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
/*
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( pm->ps->clientNum == 0 )
{
gravMod *= (1.0f/g_timescale->value);
}
}
}
*/
PM_StepSlideMove ( gravMod );
}
/*
===================
PM_WalkMove
===================
*/
static void PM_WalkMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float accelerate;
float vel;
if ( pm->ps->gravity < 0 )
{//float away
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
if ( pm->waterlevel > 1 ) {
PM_WaterMove();
} else {
PM_AirMove();
}
return;
}
if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
// begin swimming
PM_WaterMove();
return;
}
if ( PM_CheckJump () ) {
// jumped away
if ( pm->waterlevel > 1 ) {
PM_WaterMove();
} else {
PM_AirMove();
}
return;
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE &&//on ground
pm->ps->velocity[2] <= 0 &&//not going up
pm->ps->pm_flags&PMF_TIME_KNOCKBACK )//knockback fimter on (stops friction)
{
pm->ps->pm_flags &= ~PMF_TIME_KNOCKBACK;
}
PM_Friction ();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
// project the forward and right directions onto the ground plane
PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
//
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
if ( pm->ps->clientNum && !VectorCompare( pm->ps->moveDir, vec3_origin ) )
{//NPC
//FIXME: what if the ucmd was set directly.... sigh.... check movedir timestamp?
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
VectorCopy( pm->ps->moveDir, wishdir );
wishspeed = pm->ps->speed;
}
else
{
for ( i = 0 ; i < 3 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
// when going up or down slopes the wish velocity should Not be zero
// wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
}
// clamp the speed lower if ducking
if ( pm->ps->pm_flags & PMF_DUCKED ) {
if ( wishspeed > pm->ps->speed * pm_duckScale ) {
wishspeed = pm->ps->speed * pm_duckScale;
}
}
// clamp the speed lower if wading or walking on the bottom
if ( pm->waterlevel ) {
float waterScale;
waterScale = pm->waterlevel / 3.0;
waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
if ( wishspeed > pm->ps->speed * waterScale ) {
wishspeed = pm->ps->speed * waterScale;
}
}
// when a player gets hit, they temporarily lose
// full control, which allows them to be moved a bit
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) ) {
accelerate = pm_airaccelerate;
} else {
accelerate = pm_accelerate;
}
PM_Accelerate (wishdir, wishspeed, accelerate);
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) ) {
if ( pm->ps->gravity >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE && !VectorLengthSquared( pm->ps->velocity ) && pml.groundTrace.plane.normal[2] == 1.0 )
{//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!
}
else
{
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
}
} else {
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
}
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
// don't decrease velocity when going up or down a slope
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
// don't do anything if standing still
if ( !pm->ps->velocity[0] && !pm->ps->velocity[1] ) {
return;
}
if ( pm->ps->gravity <= 0 )
{//need to apply gravity since we're going to float up from ground
PM_StepSlideMove( 1 );
}
else
{
PM_StepSlideMove( 0 );
}
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
}
/*
==============
PM_DeadMove
==============
*/
static void PM_DeadMove( void ) {
float forward;
if ( !pml.walking ) {
return;
}
// extra friction
forward = VectorLength (pm->ps->velocity);
forward -= 20;
if ( forward <= 0 ) {
VectorClear (pm->ps->velocity);
} else {
VectorNormalize (pm->ps->velocity);
VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
}
}
/*
===============
PM_NoclipMove
===============
*/
static void PM_NoclipMove( void ) {
float speed, drop, friction, control, newspeed;
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
if(pm->gent && pm->gent->client)
{
pm->ps->viewheight = pm->gent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
{
assert(0);
}
VectorCopy( pm->gent->mins, pm->mins );
VectorCopy( pm->gent->maxs, pm->maxs );
}
else
{
pm->ps->viewheight = DEFAULT_MAXS_2 + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
{
assert(0);
}
pm->mins[0] = DEFAULT_MINS_0;
pm->mins[1] = DEFAULT_MINS_1;
pm->mins[2] = DEFAULT_MINS_2;
pm->maxs[0] = DEFAULT_MAXS_0;
pm->maxs[1] = DEFAULT_MAXS_1;
pm->maxs[2] = DEFAULT_MAXS_2;
}
// friction
speed = VectorLength (pm->ps->velocity);
if (speed < 1)
{
VectorCopy (vec3_origin, pm->ps->velocity);
}
else
{
drop = 0;
friction = pm_friction*1.5; // extra friction
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
}
// accelerate
scale = PM_CmdScale( &pm->cmd );
if (pm->cmd.buttons & BUTTON_ATTACK) { //turbo boost
scale *= 10;
}
if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost
scale *= 10;
}
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
for (i=0 ; i<3 ; i++)
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
wishvel[2] += pm->cmd.upmove;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
PM_Accelerate( wishdir, wishspeed, pm_accelerate );
// move
VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
}
//============================================================================
/*
================
PM_FootstepForSurface
Returns an event number apropriate for the groundsurface
================
*/
static int PM_FootstepForSurface( void ) {
if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) {
return 0;
}
if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) {
return EV_FOOTSTEP_METAL;
}
return EV_FOOTSTEP;
}
static float PM_DamageForDelta( int delta )
{
float damage = delta;
if ( pm->gent->NPC )
{
if ( pm->ps->weapon == WP_SABER )
{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
damage = 0;
}
}
else if ( !pm->ps->clientNum )
{
if ( damage < 50 )
{
if ( damage > 24 )
{
damage = damage - 25;
}
}
else
{
damage /= 2;
}
}
return damage/2;
}
static void PM_CrashLandDamage( int damage )
{
if ( pm->gent )
{
if ( pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT )
{
damage = 1000;
}
else
{
damage = PM_DamageForDelta( damage );
}
if ( damage )
{
pm->gent->painDebounceTime = level.time + 200; // no normal pain sound
G_Damage( pm->gent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING );
}
}
}
/*
static float PM_CrashLandDelta( vec3_t org, vec3_t prevOrg, vec3_t prev_vel, float grav, int waterlevel )
{
float delta;
float dist;
float vel, acc;
float t;
float a, b, c, den;
// calculate the exact velocity on landing
dist = org[2] - prevOrg[2];
vel = prev_vel[2];
acc = -grav;
a = acc / 2;
b = vel;
c = -dist;
den = b * b - 4 * a * c;
if ( den < 0 )
{
return 0;
}
t = (-b - sqrt( den ) ) / ( 2 * a );
delta = vel + t * acc;
delta = delta*delta * 0.0001;
// never take falling damage if completely underwater
if ( waterlevel == 3 )
{
return 0;
}
// reduce falling damage if there is standing water
if ( waterlevel == 2 )
{
delta *= 0.25;
}
if ( waterlevel == 1 )
{
delta *= 0.5;
}
return delta;
}
*/
static float PM_CrashLandDelta( vec3_t prev_vel, int waterlevel )
{
float delta;
if ( pm->waterlevel == 3 )
{
return 0;
}
delta = fabs(prev_vel[2])/10;//VectorLength( prev_vel )
// reduce falling damage if there is standing water
if ( pm->waterlevel == 2 )
{
delta *= 0.25;
}
if ( pm->waterlevel == 1 )
{
delta *= 0.5;
}
return delta;
}
int PM_GetLandingAnim( void )
{
int anim = pm->ps->legsAnim;
if ( PM_SpinningAnim( anim ) || PM_SaberInSpecialAttack( anim ) )
{
return -1;
}
switch ( anim )
{
case BOTH_FORCEJUMPLEFT1:
case BOTH_FORCEINAIRLEFT1:
anim = BOTH_FORCELANDLEFT1;
break;
case BOTH_FORCEJUMPRIGHT1:
case BOTH_FORCEINAIRRIGHT1:
anim = BOTH_FORCELANDRIGHT1;
break;
case BOTH_FORCEJUMP1:
case BOTH_FORCEINAIR1:
anim = BOTH_FORCELAND1;
break;
case BOTH_FORCEJUMPBACK1:
case BOTH_FORCEINAIRBACK1:
anim = BOTH_FORCELANDBACK1;
break;
case BOTH_JUMPLEFT1:
case BOTH_INAIRLEFT1:
anim = BOTH_LANDLEFT1;
break;
case BOTH_JUMPRIGHT1:
case BOTH_INAIRRIGHT1:
anim = BOTH_LANDRIGHT1;
break;
case BOTH_JUMP1:
case BOTH_INAIR1:
anim = BOTH_LAND1;
break;
case BOTH_JUMPBACK1:
case BOTH_INAIRBACK1:
anim = BOTH_LANDBACK1;
break;
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_LUNGE2_B__T_:
case BOTH_FORCELEAP2_T__B_:
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_ARIAL_F1:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
case BOTH_JUMPFLIPSLASHDOWN1://#
case BOTH_JUMPFLIPSTABDOWN://#
anim = -1;
break;
case BOTH_WALL_RUN_LEFT://#
case BOTH_WALL_RUN_RIGHT://#
if ( pm->ps->legsAnimTimer > 500 )
{//only land at end of anim
return -1;
}
//NOTE: falls through on purpose!
default:
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP )
{
anim = BOTH_LANDBACK1;
}
else
{
anim = BOTH_LAND1;
}
break;
}
return anim;
}
static qboolean PM_TryRoll( void )
{
float rollDist = 192;//was 64;
if ( PM_SaberInAttack( pm->ps->saberMove ) || PM_SaberInSpecialAttack( pm->ps->torsoAnim )
|| PM_SpinningSaberAnim( pm->ps->legsAnim )
|| (!pm->ps->clientNum&&PM_SaberInStart( pm->ps->saberMove )) )
{//attacking or spinning (or, if player, starting an attack)
return qfalse;
}
if ( !pm->ps->clientNum && (!cg.renderingThirdPerson || cg.zoomMode) )
{//player can't do this in 1st person
return qfalse;
}
if ( !pm->gent )
{
return qfalse;
}
if ( pm->ps->clientNum && pm->ps->weapon != WP_SABER && pm->ps->weapon != WP_NONE )
{//only jedi
return qfalse;
}
if ( pm->gent && pm->gent->NPC && pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank < RANK_LT_JG )
{//reborn who are not acrobats or fencers can't do any of these acrobatics
return qfalse;
}
vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE}, maxs = {pm->maxs[0],pm->maxs[1],pm->gent->client->crouchheight}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
int anim = -1;
AngleVectors( fwdAngles, fwd, right, NULL );
//FIXME: trace ahead for clearance to roll
if ( pm->cmd.forwardmove )
{
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
anim = BOTH_ROLL_B;
VectorMA( pm->ps->origin, -rollDist, fwd, traceto );
}
else
{
anim = BOTH_ROLL_F;
VectorMA( pm->ps->origin, rollDist, fwd, traceto );
}
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_ROLL_R;
VectorMA( pm->ps->origin, rollDist, right, traceto );
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_ROLL_L;
VectorMA( pm->ps->origin, -rollDist, right, traceto );
}
else
{//???
}
if ( anim != -1 )
{
qboolean roll = qfalse;
int clipmask = CONTENTS_SOLID;
if ( pm->ps->clientNum )
{
clipmask |= (CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP);
}
else
{
if ( pm->gent && pm->gent->enemy && pm->gent->enemy->health > 0 )
{//player can always roll in combat
roll = qtrue;
}
else
{
clipmask |= CONTENTS_PLAYERCLIP;
}
}
if ( !roll )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, clipmask );
if ( trace.fraction >= 1.0f )
{//okay, clear, check for a bottomless drop
vec3_t top;
VectorCopy( traceto, top );
traceto[2] -= 256;
pm->trace( &trace, top, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );
if ( trace.fraction < 1.0f )
{//not a bottomless drop
roll = qtrue;
}
}
else
{//hit an architectural obstruction
if ( pm->ps->clientNum )
{//NPCs don't care about rolling into walls, just off ledges
if ( !(trace.contents&CONTENTS_BOTCLIP) )
{
roll = qtrue;
}
}
else if ( G_EntIsDoor( trace.entityNum ) )
{//okay to roll into a door
if ( G_EntIsUnlockedDoor( trace.entityNum ) )
{//if it's an auto-door
roll = qtrue;
}
}
else
{//check other conditions
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( traceEnt && (traceEnt->svFlags&SVF_GLASS_BRUSH) )
{//okay to roll through glass
roll = qtrue;
}
}
}
}
if ( roll )
{
PM_SetAnim(pm,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
pm->ps->weaponTime = pm->ps->torsoAnimTimer - 200;//just to make sure it's cleared when roll is done
PM_AddEvent( EV_ROLL );
pm->ps->saberMove = LS_NONE;
return qtrue;
}
}
return qfalse;
}
/*
=================
PM_CrashLand
Check for hard landings that generate sound events
=================
*/
static void PM_CrashLand( void )
{
float delta = 0;
qboolean forceLanding = qfalse;
if ( pm->ps->pm_flags&PMF_TRIGGER_PUSHED )
{
delta = 21;//?
forceLanding = qtrue;
}
else
{
if ( pm->gent && pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT )
{//have to do death on impact if we are falling to our death, FIXME: should we avoid any additional damage this func?
PM_CrashLandDamage( 1000 );
}
if ( pm->ps->jumpZStart && (pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_1||!pm->ps->clientNum) )
{//we were force-jumping
if ( pm->ps->origin[2] >= pm->ps->jumpZStart )
{//we landed at same height or higher than we landed
if ( pm->ps->forceJumpZStart )
{//we were force-jumping
forceLanding = qtrue;
}
delta = 0;
}
else
{//take off some of it, at least
delta = (pm->ps->jumpZStart-pm->ps->origin[2]);
float dropAllow = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
if ( dropAllow < 128 )
{//always allow a drop from 128, at least
dropAllow = 128;
}
if ( delta > forceJumpHeight[FORCE_LEVEL_1] )
{//will have to use force jump ability to absorb some of it
forceLanding = qtrue;//absorbed some - just to force the correct animation to play below
}
delta = (delta - dropAllow)/2;
}
if ( delta < 1 )
{
delta = 1;
}
}
if ( !delta )
{
delta = PM_CrashLandDelta( pml.previous_velocity, pm->waterlevel );
}
}
// FIXME: if duck just as you land, roll and take half damage
if ( (pm->ps->pm_flags&PMF_DUCKED) && (level.time-pm->ps->lastOnGround)>500 )
{//must be crouched and have been inthe air for half a second minimum
if( !PM_InOnGroundAnim( pm->ps ) && !PM_InKnockDown( pm->ps ) )
{//roll!
if ( PM_TryRoll() )
{//absorb some impact
delta /= 2;
}
}
}
if ( delta < 1 )
{
return;
}
if(!PM_InDeathAnim())
{
if ( pm->cmd.upmove >= 0 && !PM_InKnockDown( pm->ps ) && !PM_InRoll( pm->ps ))
{//not crouching
if ( delta > 10
|| pm->ps->pm_flags & PMF_BACKWARDS_JUMP
|| (pm->ps->forcePowersActive&(1<<FP_LEVITATION))
|| forceLanding ) //EV_FALL_SHORT or jumping back or force-land
{// decide which landing animation to use
int anim = PM_GetLandingAnim();
if ( anim != -1 )
{
if ( PM_FlippingAnim( pm->ps->torsoAnim ) ||
PM_SpinningAnim( pm->ps->torsoAnim ) )
{//interrupt these if we're going to play a land
pm->ps->torsoAnimTimer = 0;
}
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
}
}
}
}
else
{
pm->ps->gravity = 1.0;
//PM_CrashLandDamage( delta );
if ( pm->gent )
{
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
{
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/player/fallsplat.wav" );
if ( gi.VoiceVolume[pm->ps->clientNum]
&& pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
{//I was talking, so cut it off... with a jump sound?
G_SoundOnEnt( pm->gent, CHAN_VOICE_ATTEN, "*pain100.wav" );
}
}
}
if( pm->ps->legsAnim == BOTH_FALLDEATH1 || pm->ps->legsAnim == BOTH_FALLDEATH1INAIR)
{//FIXME: add a little bounce?
//FIXME: cut voice channel?
int old_pm_type = pm->ps->pm_type;
pm->ps->pm_type = PM_NORMAL;
//Hack because for some reason PM_SetAnim just returns if you're dead...???
PM_SetAnim(pm, SETANIM_BOTH, BOTH_FALLDEATH1LAND, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
pm->ps->pm_type = old_pm_type;
return;
}
}
// create a local entity event to play the sound
if ( pm->gent && pm->gent->client && pm->gent->client->respawnTime >= level.time - 500 )
{//just spawned in, don't make a noise
return;
}
if ( delta >= 75 )
{
PM_AddEvent( EV_FALL_FAR );
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
{
PM_CrashLandDamage( delta );
}
if ( pm->gent )
{
if ( pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 256, AEL_SUSPICIOUS );
}
}
else if ( pm->ps->stats[STAT_HEALTH] <= 0 && pm->gent && pm->gent->enemy )
{
AddSoundEvent( pm->gent->enemy, pm->ps->origin, 256, AEL_DISCOVERED );
}
}
}
else if ( delta >= 50 )
{
// this is a pain grunt, so don't play it if dead
if ( pm->ps->stats[STAT_HEALTH] > 0 )
{
PM_AddEvent( EV_FALL_MEDIUM );//damage is dealt in g_active, ClientEvents
if ( pm->gent )
{
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
{
PM_CrashLandDamage( delta );
}
if ( pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR );
}
}
}
}
}
else if ( delta >= 30 )
{
PM_AddEvent( EV_FALL_SHORT );
if ( pm->gent )
{
if ( pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 128, AEL_MINOR );
}
}
else
{
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
{
PM_CrashLandDamage( delta );
}
}
}
}
else
{
if ( forceLanding )
{//we were force-jumping
PM_AddEvent( EV_FALL_SHORT );
}
else
{
PM_AddEvent( PM_FootstepForSurface() );
}
}
// start footstep cycle over
pm->ps->bobCycle = 0;
if ( pm->gent && pm->gent->client )
{//stop the force push effect when you land
pm->gent->forcePushTime = 0;
}
}
/*
=============
PM_CorrectAllSolid
=============
*/
static void PM_CorrectAllSolid( void ) {
if ( pm->debugLevel ) {
Com_Printf("%i:allsolid\n", c_pmove); //NOTENOTE: If this ever happens, I'd really like to see this print!
}
// FIXME: jitter around
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
qboolean FlyingCreature( gentity_t *ent )
{
if ( ent->client->ps.gravity <= 0 && (ent->svFlags&SVF_CUSTOM_GRAVITY) )
{
return qtrue;
}
return qfalse;
}
static void PM_FallToDeath( void )
{
if ( !pm->gent )
{
return;
}
if ( PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 ) )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_FALLDEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_DEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
G_SoundOnEnt( pm->gent, CHAN_VOICE, "*falling1.wav" );//CHAN_VOICE_ATTEN
if ( pm->gent->NPC )
{
pm->gent->NPC->aiFlags |= NPCAI_DIE_ON_IMPACT;
pm->gent->NPC->nextBStateThink = Q3_INFINITE;
}
pm->ps->friction = 1;
}
int PM_ForceJumpAnimForJumpAnim( int anim )
{
switch( anim )
{
case BOTH_JUMP1: //# Jump - wind-up and leave ground
anim = BOTH_FORCEJUMP1; //# Jump - wind-up and leave ground
break;
case BOTH_INAIR1: //# In air loop (from jump)
anim = BOTH_FORCEINAIR1; //# In air loop (from jump)
break;
case BOTH_LAND1: //# Landing (from in air loop)
anim = BOTH_FORCELAND1; //# Landing (from in air loop)
break;
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
anim = BOTH_FORCEJUMPBACK1; //# Jump backwards - wind-up and leave ground
break;
case BOTH_INAIRBACK1: //# In air loop (from jump back)
anim = BOTH_FORCEINAIRBACK1; //# In air loop (from jump back)
break;
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
anim = BOTH_FORCELANDBACK1; //# Landing backwards(from in air loop)
break;
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
anim = BOTH_FORCEJUMPLEFT1; //# Jump left - wind-up and leave ground
break;
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
anim = BOTH_FORCEINAIRLEFT1; //# In air loop (from jump left)
break;
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
anim = BOTH_FORCELANDLEFT1; //# Landing left(from in air loop)
break;
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
anim = BOTH_FORCEJUMPRIGHT1; //# Jump right - wind-up and leave ground
break;
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
anim = BOTH_FORCEINAIRRIGHT1; //# In air loop (from jump right)
break;
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
anim = BOTH_FORCELANDRIGHT1; //# Landing right(from in air loop)
break;
}
return anim;
}
/*
=============
PM_GroundTraceMissed
The ground trace didn't hit a surface, so we are in freefall
=============
*/
static void PM_GroundTraceMissed( void ) {
trace_t trace;
vec3_t point;
qboolean cliff_fall = qfalse;
//FIXME: if in a contents_falldeath brush, play the falling death anim and sound?
if ( pm->ps->clientNum != 0 && pm->gent && pm->gent->NPC && pm->gent->client && pm->gent->client->NPC_class != CLASS_DESANN &&//desann never falls to his death
pm->ps->groundEntityNum == ENTITYNUM_NONE &&
pm->ps->stats[STAT_HEALTH] > 0 &&
!(pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) &&
(level.time - pm->gent->client->respawnTime > 2000) &&//been in the world for at least 2 seconds
(!pm->gent->NPC->timeOfDeath || level.time - pm->gent->NPC->timeOfDeath < 1000) && pm->gent->e_ThinkFunc != thinkF_NPC_RemoveBody && //Have to do this now because timeOfDeath is used by thinkF_NPC_RemoveBody to debounce removal checks
!(pm->gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) &&
!FlyingCreature( pm->gent ) &&
g_gravity->value > 0 &&
!(pm->gent->flags&FL_UNDYING) &&
!(pm->gent->flags&FL_GODMODE) &&
!(pm->ps->eFlags&EF_FORCE_GRIPPED) &&
!(pm->ps->pm_flags&PMF_TRIGGER_PUSHED) &&
(!pm->ps->forceJumpZStart || pm->ps->forceJumpZStart > pm->ps->origin[2])// && fabs(pm->ps->velocity[0])<10 && fabs(pm->ps->velocity[1])<10 && pm->ps->velocity[2]<0)//either not force-jumping or force-jumped and now fell below original jump start height
/*&&
pm->ps->legsAnim = BOTH_FALLDEATH1 &&
pm->ps->legsAnim != BOTH_DEATH1 &&
PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 )*/ )
{
//New method: predict impact, 400 ahead
vec3_t vel;
float time;
VectorCopy( pm->ps->velocity, vel );
float speed = VectorLength( vel );
if ( !speed )
{//damn divide by zero
speed = 1;
}
time = 400/speed;
vel[2] -= 0.5 * time * pm->ps->gravity;
speed = VectorLength( vel );
if ( !speed )
{//damn divide by zero
speed = 1;
}
time = 400/speed;
VectorScale( vel, time, vel );
VectorAdd( pm->ps->origin, vel, point );
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid && !trace.startsolid && (pm->ps->origin[2] - trace.endpos[2]) >= 128 )//>=128 so we don't die on steps!
{
if ( trace.fraction == 1.0 )
{//didn't hit, we're probably going to die
if ( pm->ps->velocity[2] < 0 && pm->ps->origin[2] - point[2] > 256 )
{//going down, into a bottomless pit, apparently
PM_FallToDeath();
cliff_fall = qtrue;
}
}
else if ( trace.entityNum < ENTITYNUM_NONE && pm->ps->weapon != WP_SABER )
{//Jedi don't scream and die if they're heading for a hard impact
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( trace.entityNum == ENTITYNUM_WORLD || (traceEnt && traceEnt->bmodel) )
{//hit architecture, find impact force
float dmg;
VectorCopy( pm->ps->velocity, vel );
time = Distance( trace.endpos, pm->ps->origin )/VectorLength( vel );
vel[2] -= 0.5 * time * pm->ps->gravity;
if ( trace.plane.normal[2] > 0.5 )
{//use falling damage
int waterlevel, junk;
PM_SetWaterLevelAtPoint( trace.endpos, &waterlevel, &junk );
dmg = PM_CrashLandDelta( vel, waterlevel );
if ( dmg >= 30 )
{//there is a minimum fall threshhold
dmg = PM_DamageForDelta( dmg );
}
else
{
dmg = 0;
}
}
else
{//use impact damage
//guestimate
if ( pm->gent->client && pm->gent->client->ps.forceJumpZStart )
{//we were force-jumping
if ( pm->gent->currentOrigin[2] >= pm->gent->client->ps.forceJumpZStart )
{//we landed at same height or higher than we landed
dmg = 0;
}
else
{//FIXME: take off some of it, at least?
dmg = (pm->gent->client->ps.forceJumpZStart-pm->gent->currentOrigin[2])/3;
}
}
dmg = 10 * VectorLength( pm->ps->velocity );
if ( !pm->ps->clientNum )
{
dmg /= 2;
}
dmg *= 0.01875f;//magic number
}
if ( dmg >= pm->ps->stats[STAT_HEALTH] )//armor?
{
PM_FallToDeath();
cliff_fall = qtrue;
}
}
}
}
/*
vec3_t start;
//okay, kind of expensive temp hack here, but let's check to see if we should scream
//FIXME: we should either do a better check (predict using actual velocity) or we should wait until they've been over a bottomless pit for a certain amount of time...
VectorCopy( pm->ps->origin, start );
if ( pm->ps->forceJumpZStart < start[2] )
{//Jedi who are force-jumping should only do this from landing point down?
start[2] = pm->ps->forceJumpZStart;
}
VectorCopy( start, point );
point[2] -= 400;//320
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
//FIXME: somehow, people can still get stuck on ledges and not splat when hit...?
if ( !trace.allsolid && !trace.startsolid && trace.fraction == 1.0 )
{
PM_FallToDeath();
cliff_fall = qtrue;
}
*/
}
if ( !cliff_fall )
{
if ( ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_FLIP
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_FLIP
|| pm->ps->legsAnim == BOTH_WALL_FLIP_RIGHT
|| pm->ps->legsAnim == BOTH_WALL_FLIP_LEFT
|| pm->ps->legsAnim == BOTH_CEILING_DROP )
&& !pm->ps->legsAnimTimer )
{//if flip anim is done, okay to use inair
PM_SetAnim( pm, SETANIM_LEGS, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE, 350 ); // Only blend over 100ms
}
else if ( !PM_InRoll( pm->ps )
&& !PM_SpinningAnim( pm->ps->legsAnim )
&& !PM_FlippingAnim( pm->ps->legsAnim )
&& !PM_InSpecialJump( pm->ps->legsAnim ) )
{
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
// we just transitioned into freefall
if ( pm->debugLevel )
{
Com_Printf("%i:lift\n", c_pmove);
}
// if they aren't in a jumping animation and the ground is a ways away, force into it
// if we didn't do the trace, the player would be backflipping down staircases
VectorCopy( pm->ps->origin, point );
point[2] -= 64;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 )
{//FIXME: if velocity[2] < 0 and didn't jump, use some falling anim
if ( pm->ps->velocity[2] <= 0 && !(pm->ps->pm_flags&PMF_JUMP_HELD))
{
if(!PM_InDeathAnim())
{
vec3_t moveDir, lookAngles, lookDir, lookRight;
int anim = BOTH_INAIR1;
VectorCopy( pm->ps->velocity, moveDir );
moveDir[2] = 0;
VectorNormalize( moveDir );
VectorCopy( pm->ps->viewangles, lookAngles );
lookAngles[PITCH] = lookAngles[ROLL] = 0;
AngleVectors( lookAngles, lookDir, lookRight, NULL );
float dot = DotProduct( moveDir, lookDir );
if ( dot > 0.5 )
{//redundant
anim = BOTH_INAIR1;
}
else if ( dot < -0.5 )
{
anim = BOTH_INAIRBACK1;
}
else
{
dot = DotProduct( moveDir, lookRight );
if ( dot > 0.5 )
{
anim = BOTH_INAIRRIGHT1;
}
else if ( dot < -0.5 )
{
anim = BOTH_INAIRLEFT1;
}
else
{//redundant
anim = BOTH_INAIR1;
}
}
if ( pm->ps->forcePowersActive & ( 1 << FP_LEVITATION ) )
{
anim = PM_ForceJumpAnimForJumpAnim( anim );
}
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE, 100 ); // Only blend over 100ms
}
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )
{
if ( pm->cmd.forwardmove >= 0 )
{
if(!PM_InDeathAnim())
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMP1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
}
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.forwardmove < 0 )
{
if(!PM_InDeathAnim())
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMPBACK1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
}
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
}
}
}
}
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
pm->ps->jumpZStart = pm->ps->origin[2];
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
/*
=============
PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
vec3_t point;
trace_t trace;
if ( pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
{
pml.groundPlane = qtrue;
pml.walking = qtrue;
pm->ps->groundEntityNum = ENTITYNUM_WORLD;
pm->ps->lastOnGround = level.time;
return;
}
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
pml.groundTrace = trace;
// do something corrective if the trace starts in a solid...
if ( trace.allsolid ) {
PM_CorrectAllSolid();
return;
}
// if the trace didn't hit anything, we are in free fall
if ( trace.fraction == 1.0 || g_gravity->value <= 0 )
{
PM_GroundTraceMissed();
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// check if getting thrown off the ground
if ( ((pm->ps->velocity[2]>0&&(pm->ps->pm_flags&PMF_TIME_KNOCKBACK))||pm->ps->velocity[2]>100) && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 )
{//either thrown off ground (PMF_TIME_KNOCKBACK) or going off the ground at a large velocity
if ( pm->debugLevel ) {
Com_Printf("%i:kickoff\n", c_pmove);
}
// go into jump animation
if ( PM_FlippingAnim( pm->ps->legsAnim) )
{//we're flipping
}
else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
{//special jumps
}
else if ( PM_InKnockDown( pm->ps ) )
{//in knockdown
}
else if ( PM_InRoll( pm->ps ) )
{//in knockdown
}
else
{
PM_JumpForDir();
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// slopes that are too steep will not be considered onground
if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) {
if ( pm->debugLevel ) {
Com_Printf("%i:steep\n", c_pmove);
}
// FIXME: if they can't slide down the slope, let them
// walk (sharp crevices)
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qtrue;
pml.walking = qfalse;
return;
}
//FIXME: if the ground surface is a "cover surface (like tall grass), add a "cover" flag to me
pml.groundPlane = qtrue;
pml.walking = qtrue;
// hitting solid ground will end a waterjump
if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
{
pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
pm->ps->pm_time = 0;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
// just hit the ground
if ( pm->debugLevel ) {
Com_Printf("%i:Land\n", c_pmove);
}
//if ( !PM_ClientImpact( trace.entityNum, qtrue ) )
{
PM_CrashLand();
// don't do landing time if we were just going down a slope
if ( pml.previous_velocity[2] < -200 ) {
// don't allow another jump for a little while
pm->ps->pm_flags |= PMF_TIME_LAND;
pm->ps->pm_time = 250;
}
if (!pm->cmd.forwardmove && !pm->cmd.rightmove) {
pm->ps->velocity[2] = 0; //wouldn't normally want this because of slopes, but we aren't tyring to move...
}
}
}
pm->ps->groundEntityNum = trace.entityNum;
pm->ps->lastOnGround = level.time;
if ( !pm->ps->clientNum )
{//if a player, clear the jumping "flag" so can't double-jump
pm->ps->forceJumpCharge = 0;
}
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
PM_AddTouchEnt( trace.entityNum );
}
/*
=============
PM_SetWaterLevelAtPoint FIXME: avoid this twice? certainly if not moving
=============
*/
static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype )
{
vec3_t point;
int cont;
int sample1;
int sample2;
//
// get waterlevel, accounting for ducking
//
*waterlevel = 0;
*watertype = 0;
point[0] = org[0];
point[1] = org[1];
point[2] = org[2] + DEFAULT_MINS_2 + 1;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
sample2 = pm->ps->viewheight - DEFAULT_MINS_2;
sample1 = sample2 / 2;
*watertype = cont;
*waterlevel = 1;
point[2] = org[2] + DEFAULT_MINS_2 + sample1;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
*waterlevel = 2;
point[2] = org[2] + DEFAULT_MINS_2 + sample2;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
*waterlevel = 3;
}
}
}
}
/*
==============
PM_SetBounds
Sets mins, maxs
==============
*/
static void PM_SetBounds (void)
{
if ( pm->gent && pm->gent->client )
{
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
{
//assert(0);
}
VectorCopy( pm->gent->mins, pm->mins );
VectorCopy( pm->gent->maxs, pm->maxs );
}
else
{
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
{
assert(0);
}
pm->mins[0] = DEFAULT_MINS_0;
pm->mins[1] = DEFAULT_MINS_1;
pm->maxs[0] = DEFAULT_MAXS_0;
pm->maxs[1] = DEFAULT_MAXS_1;
pm->mins[2] = DEFAULT_MINS_2;
pm->maxs[2] = DEFAULT_MAXS_2;
}
}
/*
==============
PM_CheckDuck
Sets mins, maxs, and pm->ps->viewheight
==============
*/
static void PM_CheckDuck (void)
{
trace_t trace;
int standheight;
int crouchheight;
int oldHeight;
if ( pm->gent && pm->gent->client )
{
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
{
//assert(0);
}
standheight = pm->gent->client->standheight;
crouchheight = pm->gent->client->crouchheight;
}
else
{
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
{
assert(0);
}
standheight = DEFAULT_MAXS_2;
crouchheight = CROUCH_MAXS_2;
}
if ( PM_InGetUp( pm->ps ) )
{//can't do any kind of crouching when getting up
if ( pm->ps->legsAnim == BOTH_GETUP_CROUCH_B1 || pm->ps->legsAnim == BOTH_GETUP_CROUCH_F1 )
{//crouched still
pm->ps->pm_flags |= PMF_DUCKED;
pm->maxs[2] = crouchheight;
}
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
return;
}
oldHeight = pm->maxs[2];
if ( PM_InRoll( pm->ps ) )
{
/*
if ( pm->ps->clientNum && pm->gent && pm->gent->client )
{
pm->maxs[2] = pm->gent->client->renderInfo.eyePoint[2]-pm->ps->origin[2] + 4;
if ( crouchheight > pm->maxs[2] )
{
pm->maxs[2] = crouchheight;
}
}
else
*/
{
pm->maxs[2] = crouchheight;
}
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
pm->ps->pm_flags |= PMF_DUCKED;
return;
}
if ( PM_GettingUpFromKnockDown( standheight, crouchheight ) )
{
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
return;
}
if ( PM_InKnockDown( pm->ps ) )
{//forced crouch
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
pm->ps->pm_flags |= PMF_DUCKED;
return;
}
if ( pm->cmd.upmove < 0 )
{ // trying to duck
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//Not ducked already and trying to duck in mid-air
//will raise your feet, unducking whilst in air will drop feet
if ( !(pm->ps->pm_flags&PMF_DUCKED) )
{
pm->ps->eFlags ^= EF_TELEPORT_BIT;
}
if ( pm->gent )
{
pm->ps->origin[2] += oldHeight - pm->maxs[2];//diff will be zero if were already ducking
//Don't worry, we know we fit in a smaller size
}
}
pm->ps->pm_flags |= PMF_DUCKED;
if ( d_JediAI->integer )
{
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
{
Com_Printf( "ducking\n" );
}
}
}
else
{ // want to stop ducking, stand up if possible
if ( pm->ps->pm_flags & PMF_DUCKED )
{//Was ducking
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//unducking whilst in air will try to drop feet
pm->maxs[2] = standheight;
pm->ps->origin[2] += oldHeight - pm->maxs[2];
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid )
{
pm->ps->eFlags ^= EF_TELEPORT_BIT;
pm->ps->pm_flags &= ~PMF_DUCKED;
}
else
{//Put us back
pm->ps->origin[2] -= oldHeight - pm->maxs[2];
}
//NOTE: this isn't the best way to check this, you may have room to unduck
//while in air, but your feet are close to landing. Probably won't be a
//noticable shortcoming
}
else
{
// try to stand up
pm->maxs[2] = standheight;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid )
{
pm->ps->pm_flags &= ~PMF_DUCKED;
}
}
}
if ( pm->ps->pm_flags & PMF_DUCKED )
{//Still ducking
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
}
else
{//standing now
pm->maxs[2] = standheight;
//FIXME: have a crouchviewheight and standviewheight on ent?
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
}
}
}
//===================================================================
qboolean PM_SaberLockAnim( int anim )
{
switch ( anim )
{
case BOTH_BF2LOCK: //#
case BOTH_BF1LOCK: //#
case BOTH_CWCIRCLELOCK: //#
case BOTH_CCWCIRCLELOCK: //#
return qtrue;
}
return qfalse;
}
qboolean PM_ForceAnim( int anim )
{
switch ( anim )
{
case BOTH_CHOKE1: //being choked...???
case BOTH_GESTURE1: //taunting...
case BOTH_RESISTPUSH: //# plant yourself to resist force push/pulls.
case BOTH_FORCEPUSH: //# Use off-hand to do force power.
case BOTH_FORCEPULL: //# Use off-hand to do force power.
case BOTH_MINDTRICK1: //# Use off-hand to do mind trick
case BOTH_MINDTRICK2: //# Use off-hand to do distraction
case BOTH_FORCELIGHTNING: //# Use off-hand to do lightning
case BOTH_FORCELIGHTNING_HOLD: //# Use off-hand to do lightning
case BOTH_FORCELIGHTNING_RELEASE: //# Use off-hand to do lightning
case BOTH_FORCEHEAL_START: //# Healing meditation pose start
case BOTH_FORCEHEAL_STOP: //# Healing meditation pose end
case BOTH_FORCEHEAL_QUICK: //# Healing meditation gesture
case BOTH_FORCEGRIP1: //# temp force-grip anim (actually re-using push)
case BOTH_FORCEGRIP_HOLD: //# temp force-grip anim (actually re-using push)
case BOTH_FORCEGRIP_RELEASE: //# temp force-grip anim (actually re-using push)
//case BOTH_FORCEGRIP3: //# force-gripping
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InSaberAnim( int anim )
{
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H1_S1_BR )
{
return qtrue;
}
return qfalse;
}
qboolean PM_InForceGetUp( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
if ( ps->legsAnimTimer )
{
return qtrue;
}
break;
}
return qfalse;
}
qboolean PM_InGetUp( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_GETUP_CROUCH_F1:
case BOTH_GETUP_CROUCH_B1:
if ( ps->legsAnimTimer )
{
return qtrue;
}
break;
default:
return PM_InForceGetUp( ps );
break;
}
//what the hell, redundant, but...
return qfalse;
}
qboolean PM_InKnockDown( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
return qtrue;
break;
default:
return PM_InGetUp( ps );
break;
}
}
qboolean PM_InKnockDownOnGround( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
if ( ps->legsAnimTimer < 500 )
{//at end of fall down anim
return qtrue;
}
break;
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_GETUP_CROUCH_F1:
case BOTH_GETUP_CROUCH_B1:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
if ( PM_AnimLength( g_entities[pm->ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)pm->ps->legsAnim ) - ps->legsAnimTimer < 500 )
{//at beginning of getup anim
return qtrue;
}
break;
}
return qfalse;
}
qboolean PM_CrouchGetup( float crouchheight )
{
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
int anim = -1;
switch ( pm->ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN4:
anim = BOTH_GETUP_CROUCH_B1;
break;
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN5:
anim = BOTH_GETUP_CROUCH_F1;
break;
}
if ( anim == -1 )
{//WTF? stay down?
pm->ps->legsAnimTimer = 100;//hold this anim for another 10th of a second
return qfalse;
}
else
{//get up into crouch anim
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
pm->ps->saberBlocked = BLOCKED_NONE;
return qtrue;
}
}
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight )
{
int legsAnim = pm->ps->legsAnim;
if ( legsAnim == BOTH_KNOCKDOWN1
||legsAnim == BOTH_KNOCKDOWN2
||legsAnim == BOTH_KNOCKDOWN3
||legsAnim == BOTH_KNOCKDOWN4
||legsAnim == BOTH_KNOCKDOWN5 )
{//in a knockdown
if ( !pm->ps->legsAnimTimer )
{//done with the knockdown - FIXME: somehow this is allowing an *instant* getup...???
//FIXME: if trying to crouch (holding button?), just get up into a crouch?
if ( pm->cmd.upmove < 0 )
{
return PM_CrouchGetup( crouchheight );
}
else
{
trace_t trace;
// try to stand up
pm->maxs[2] = standheight;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid )
{//stand up
qboolean forceGetUp = qfalse;
int anim = BOTH_GETUP1;
pm->maxs[2] = standheight;
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;
//NOTE: the force power checks will stop fencers and grunts from getting up using force jump
switch ( pm->ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP1;
}
break;
case BOTH_KNOCKDOWN2:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP2;
}
break;
case BOTH_KNOCKDOWN3:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP3;
}
break;
case BOTH_KNOCKDOWN4:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP4;
}
break;
case BOTH_KNOCKDOWN5:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP5;
}
break;
}
if ( forceGetUp )
{
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY
&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
&& !Q_irand( 0, 1 ) )
{
PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
}
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
//launch off ground?
pm->ps->weaponTime = 300;//just to make sure it's cleared
}
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
pm->ps->saberBlocked = BLOCKED_NONE;
return qtrue;
}
else
{
return PM_CrouchGetup( crouchheight );
}
}
}
}
return qfalse;
}
void PM_CmdForRoll( int anim, usercmd_t *pCmd )
{
switch ( anim )
{
case BOTH_ROLL_F:
pCmd->forwardmove = 127;
pCmd->rightmove = 0;
break;
case BOTH_ROLL_B:
pCmd->forwardmove = -127;
pCmd->rightmove = 0;
break;
case BOTH_ROLL_R:
pCmd->forwardmove = 0;
pCmd->rightmove = 127;
break;
case BOTH_ROLL_L:
pCmd->forwardmove = 0;
pCmd->rightmove = -127;
break;
}
pCmd->upmove = 0;
}
qboolean PM_InRoll( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_ROLL_F:
case BOTH_ROLL_B:
case BOTH_ROLL_R:
case BOTH_ROLL_L:
if ( ps->legsAnimTimer )
{
return qtrue;
}
break;
}
return qfalse;
}
qboolean PM_CrouchAnim( int anim )
{
switch ( anim )
{
case BOTH_SIT1: //# Normal chair sit.
case BOTH_SIT2: //# Lotus position.
case BOTH_SIT3: //# Sitting in tired position: elbows on knees
case BOTH_SIT2TO3: //# Trans from sit2 to sit3?
case BOTH_SIT3TO1: //# Trans from sit3 to sit1?
case BOTH_SIT3TO2: //# Trans from sit3 to sit2?
case BOTH_SIT4TO5: //# Trans from sit4 to sit5
case BOTH_SIT4TO6: //# Trans from sit4 to sit6
case BOTH_SIT5TO4: //# Trans from sit5 to sit4
case BOTH_SIT5TO6: //# Trans from sit5 to sit6
case BOTH_SIT6TO4: //# Trans from sit6 to sit4
case BOTH_SIT6TO5: //# Trans from sit6 to sit5
case BOTH_SIT7: //# sitting with arms over knees: no weapon
case BOTH_CROUCH1: //# Transition from standing to crouch
case BOTH_CROUCH1IDLE: //# Crouching idle
case BOTH_CROUCH1WALK: //# Walking while crouched
case BOTH_CROUCH1WALKBACK: //# Walking while crouched
case BOTH_CROUCH2IDLE: //# crouch and resting on back righ heel: no weapon
case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1
case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9)
case BOTH_KNEES1: //# Tavion on her knees
case LEGS_CRLEAN_LEFT1: //# Crouch Lean left
case LEGS_CRLEAN_RIGHT1: //# Crouch Lean Right
case BOTH_CROUCHATTACKBACK1://FIXME: not if in middle of anim?
return qtrue;
break;
}
return qfalse;
}
qboolean PM_PainAnim( int anim )
{
switch ( anim )
{
case BOTH_PAIN1: //# First take pain anim
case BOTH_PAIN2: //# Second take pain anim
case BOTH_PAIN3: //# Third take pain anim
case BOTH_PAIN4: //# Fourth take pain anim
case BOTH_PAIN5: //# Fifth take pain anim - from behind
case BOTH_PAIN6: //# Sixth take pain anim - from behind
case BOTH_PAIN7: //# Seventh take pain anim - from behind
case BOTH_PAIN8: //# Eigth take pain anim - from behind
case BOTH_PAIN9: //#
case BOTH_PAIN10: //#
case BOTH_PAIN11: //#
case BOTH_PAIN12: //#
case BOTH_PAIN13: //#
case BOTH_PAIN14: //#
case BOTH_PAIN15: //#
case BOTH_PAIN16: //#
case BOTH_PAIN17: //#
case BOTH_PAIN18: //#
case BOTH_PAIN19: //#
return qtrue;
break;
}
return qfalse;
}
qboolean PM_DodgeAnim( int anim )
{
switch ( anim )
{
case BOTH_DODGE_FL: //# lean-dodge forward left
case BOTH_DODGE_FR: //# lean-dodge forward right
case BOTH_DODGE_BL: //# lean-dodge backwards left
case BOTH_DODGE_BR: //# lean-dodge backwards right
case BOTH_DODGE_L: //# lean-dodge left
case BOTH_DODGE_R: //# lean-dodge right
return qtrue;
break;
}
return qfalse;
}
qboolean PM_JumpingAnim( int anim )
{
switch ( anim )
{
case BOTH_JUMP1: //# Jump - wind-up and leave ground
case BOTH_INAIR1: //# In air loop (from jump)
case BOTH_LAND1: //# Landing (from in air loop)
case BOTH_LAND2: //# Landing Hard (from a great height)
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
case BOTH_INAIRBACK1: //# In air loop (from jump back)
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
case BOTH_FORCEJUMP1: //# Jump - wind-up and leave ground
case BOTH_FORCEINAIR1: //# In air loop (from jump)
case BOTH_FORCELAND1: //# Landing (from in air loop)
case BOTH_FORCEJUMPBACK1: //# Jump backwards - wind-up and leave ground
case BOTH_FORCEINAIRBACK1: //# In air loop (from jump back)
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
case BOTH_FORCEJUMPLEFT1: //# Jump left - wind-up and leave ground
case BOTH_FORCEINAIRLEFT1: //# In air loop (from jump left)
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
case BOTH_FORCEJUMPRIGHT1: //# Jump right - wind-up and leave ground
case BOTH_FORCEINAIRRIGHT1: //# In air loop (from jump right)
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
return qtrue;
break;
}
return qfalse;
}
qboolean PM_LandingAnim( int anim )
{
switch ( anim )
{
case BOTH_LAND1: //# Landing (from in air loop)
case BOTH_LAND2: //# Landing Hard (from a great height)
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
case BOTH_FORCELAND1: //# Landing (from in air loop)
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
return qtrue;
break;
}
return qfalse;
}
qboolean PM_FlippingAnim( int anim )
{
switch ( anim )
{
case BOTH_FLIP_F: //# Flip forward
case BOTH_FLIP_B: //# Flip backwards
case BOTH_FLIP_L: //# Flip left
case BOTH_FLIP_R: //# Flip right
case BOTH_WALL_RUN_RIGHT_FLIP:
case BOTH_WALL_RUN_LEFT_FLIP:
case BOTH_WALL_FLIP_RIGHT:
case BOTH_WALL_FLIP_LEFT:
case BOTH_FLIP_BACK1:
case BOTH_FLIP_BACK2:
case BOTH_FLIP_BACK3:
case BOTH_WALL_FLIP_BACK1:
//Not really flips, but...
case BOTH_WALL_RUN_RIGHT:
case BOTH_WALL_RUN_LEFT:
case BOTH_WALL_RUN_RIGHT_STOP:
case BOTH_WALL_RUN_LEFT_STOP:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
//
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_ARIAL_F1:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
case BOTH_JUMPFLIPSLASHDOWN1:
case BOTH_JUMPFLIPSTABDOWN:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_RunningAnim( int anim )
{
switch ( anim )
{
case BOTH_RUN1:
case BOTH_RUN2:
case BOTH_RUNBACK1:
case BOTH_RUNBACK2:
case BOTH_RUNAWAY1:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_RollingAnim( int anim )
{
switch ( anim )
{
case BOTH_ROLL_F: //# Roll forward
case BOTH_ROLL_B: //# Roll backward
case BOTH_ROLL_L: //# Roll left
case BOTH_ROLL_R: //# Roll right
case BOTH_ROLL_FR: //# Roll forward right
case BOTH_ROLL_FL: //# Roll forward left
case BOTH_ROLL_BR: //# Roll back right
case BOTH_ROLL_BL: //# Roll back left
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SwimmingAnim( int anim )
{
switch ( anim )
{
case BOTH_SWIM_IDLE1: //# Swimming Idle 1
case BOTH_SWIMFORWARDSTART: //# Swim forward start
case BOTH_SWIMFORWARD: //# Swim forward loop
case BOTH_SWIMFORWARDSTOP: //# Swim forward end
case BOTH_SWIMBACKWARDSTART: //# Swim backward start
case BOTH_SWIMBACKWARD: //# Swim backward loop
case BOTH_SWIMBACKWARDSTOP: //# Swim backward end
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SpinningSaberAnim( int anim )
{
switch ( anim )
{
//level 1 - FIXME: level 1 will have *no* spins
case BOTH_T1_BR_BL:
case BOTH_T1__R__L:
case BOTH_T1__R_BL:
case BOTH_T1_TR_BL:
case BOTH_T1_BR_TL:
case BOTH_T1_BR__L:
case BOTH_T1_TL_BR:
case BOTH_T1__L_BR:
case BOTH_T1__L__R:
case BOTH_T1_BL_BR:
case BOTH_T1_BL__R:
case BOTH_T1_BL_TR:
//level 2
case BOTH_T2_BR__L:
case BOTH_T2_BR_BL:
case BOTH_T2__R_BL:
case BOTH_T2__L_BR:
case BOTH_T2_BL_BR:
case BOTH_T2_BL__R:
//level 3
case BOTH_T3_BR__L:
case BOTH_T3_BR_BL:
case BOTH_T3__R_BL:
case BOTH_T3__L_BR:
case BOTH_T3_BL_BR:
case BOTH_T3_BL__R:
//level 4
case BOTH_T4_BR__L:
case BOTH_T4_BR_BL:
case BOTH_T4__R_BL:
case BOTH_T4__L_BR:
case BOTH_T4_BL_BR:
case BOTH_T4_BL__R:
//level 5
case BOTH_T5_BR_BL:
case BOTH_T5__R__L:
case BOTH_T5__R_BL:
case BOTH_T5_TR_BL:
case BOTH_T5_BR_TL:
case BOTH_T5_BR__L:
case BOTH_T5_TL_BR:
case BOTH_T5__L_BR:
case BOTH_T5__L__R:
case BOTH_T5_BL_BR:
case BOTH_T5_BL__R:
case BOTH_T5_BL_TR:
//special
//case BOTH_A2_STABBACK1:
case BOTH_ATTACK_BACK:
case BOTH_CROUCHATTACKBACK1:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_JUMPFLIPSLASHDOWN1:
case BOTH_JUMPFLIPSTABDOWN:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SpinningAnim( int anim )
{
/*
switch ( anim )
{
//FIXME: list any other spinning anims
default:
break;
}
*/
return PM_SpinningSaberAnim( anim );
}
void PM_ResetAnkleAngles( void )
{
if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_ATST )
{
return;
}
if ( pm->gent->footLBone != -1 )
{
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
if ( pm->gent->footRBone != -1 )
{
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
}
void PM_AnglesForSlope( const float yaw, const vec3_t slope, vec3_t angles )
{
vec3_t nvf, ovf, ovr, new_angles;
float pitch, mod, dot;
VectorSet( angles, 0, yaw, 0 );
AngleVectors( angles, ovf, ovr, NULL );
vectoangles( slope, new_angles );
pitch = new_angles[PITCH] + 90;
new_angles[ROLL] = new_angles[PITCH] = 0;
AngleVectors( new_angles, nvf, NULL, NULL );
mod = DotProduct( nvf, ovr );
if ( mod < 0 )
mod = -1;
else
mod = 1;
dot = DotProduct( nvf, ovf );
angles[YAW] = 0;
angles[PITCH] = dot * pitch;
angles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
}
void PM_FootSlopeTrace( float *pDiff, float *pInterval )
{
vec3_t footLOrg, footROrg, footLBot, footRBot;
trace_t trace;
float diff, interval;
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
interval = 10;
}
else
{
interval = 4;//?
}
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
{
if ( pDiff != NULL )
{
*pDiff = 0;
}
if ( pInterval != NULL )
{
*pInterval = interval;
}
return;
}
#if 1
for ( int i = 0; i < 3; i++ )
{
if ( _isnan( pm->gent->client->renderInfo.footLPoint[i] )
|| _isnan( pm->gent->client->renderInfo.footRPoint[i] ) )
{
if ( pDiff != NULL )
{
*pDiff = 0;
}
if ( pInterval != NULL )
{
*pInterval = interval;
}
return;
}
}
#else
//FIXME: these really should have been gotten on the cgame, but I guess sometimes they're not and we end up with qnan numbers!
{
mdxaBone_t boltMatrix;
vec3_t G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
//get the feet
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt,
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
NULL, pm->gent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt,
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
NULL, pm->gent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
}
#endif
//get these on the cgame and store it, save ourselves a ghoul2 construct skel call
VectorCopy( pm->gent->client->renderInfo.footLPoint, footLOrg );
VectorCopy( pm->gent->client->renderInfo.footRPoint, footROrg );
//step 2: adjust foot tag z height to bottom of bbox+1
footLOrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
footROrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
VectorSet( footLBot, footLOrg[0], footLOrg[1], footLOrg[2] - interval*10 );
VectorSet( footRBot, footROrg[0], footROrg[1], footROrg[2] - interval*10 );
//step 3: trace down from each, find difference
vec3_t footMins, footMaxs;
vec3_t footLSlope, footRSlope;
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
VectorSet( footMins, -8, -8, 0 );
VectorSet( footMaxs, -8, -8, 1 );
}
else
{
VectorSet( footMins, 0, 0, 0 );
VectorSet( footMaxs, 0, 0, 0 );
}
pm->trace( &trace, footLOrg, footMins, footMaxs, footLBot, pm->ps->clientNum, pm->tracemask );
VectorCopy( trace.endpos, footLBot );
VectorCopy( trace.plane.normal, footLSlope );
pm->trace( &trace, footROrg, footMins, footMaxs, footRBot, pm->ps->clientNum, pm->tracemask );
VectorCopy( trace.endpos, footRBot );
VectorCopy( trace.plane.normal, footRSlope );
diff = footLBot[2] - footRBot[2];
//optional step: for atst, tilt the footpads to match the slopes under it...
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
vec3_t footAngles;
if ( !VectorCompare( footLSlope, vec3_origin ) )
{//rotate the ATST's left foot pad to match the slope
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footLSlope, footAngles );
//Hmm... lerp this?
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
if ( !VectorCompare( footRSlope, vec3_origin ) )
{//rotate the ATST's right foot pad to match the slope
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footRSlope, footAngles );
//Hmm... lerp this?
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
}
if ( pDiff != NULL )
{
*pDiff = diff;
}
if ( pInterval != NULL )
{
*pInterval = interval;
}
}
qboolean PM_InSlopeAnim( int anim )
{
switch ( anim )
{
case LEGS_LEFTUP1: //# On a slope with left foot 4 higher than right
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
case LEGS_RIGHTUP1: //# On a slope with RIGHT foot 4 higher than left
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
return qtrue;
break;
}
return qfalse;
}
#define SLOPE_RECALC_INT 100
extern qboolean G_StandardHumanoid( const char *modelName );
qboolean PM_AdjustStandAnimForSlope( void )
{
if ( !pm->gent || !pm->gent->client )
{
return qfalse;
}
if ( pm->gent->client->NPC_class != CLASS_ATST
&& (!pm->gent||!G_StandardHumanoid( pm->gent->NPC_type )) )
{//only ATST and player does this
return qfalse;
}
if ( !pm->ps->clientNum && (!cg.renderingThirdPerson || cg.zoomMode) )
{//first person doesn't do this
return qfalse;
}
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
{//need these bolts!
return qfalse;
}
//step 1: find the 2 foot tags
float diff;
float interval;
PM_FootSlopeTrace( &diff, &interval );
//step 4: based on difference, choose one of the left/right slope-match intervals
int destAnim;
if ( diff >= interval*5 )
{
destAnim = LEGS_LEFTUP5;
}
else if ( diff >= interval*4 )
{
destAnim = LEGS_LEFTUP4;
}
else if ( diff >= interval*3 )
{
destAnim = LEGS_LEFTUP3;
}
else if ( diff >= interval*2 )
{
destAnim = LEGS_LEFTUP2;
}
else if ( diff >= interval )
{
destAnim = LEGS_LEFTUP1;
}
else if ( diff <= interval*-5 )
{
destAnim = LEGS_RIGHTUP5;
}
else if ( diff <= interval*-4 )
{
destAnim = LEGS_RIGHTUP4;
}
else if ( diff <= interval*-3 )
{
destAnim = LEGS_RIGHTUP3;
}
else if ( diff <= interval*-2 )
{
destAnim = LEGS_RIGHTUP2;
}
else if ( diff <= interval*-1 )
{
destAnim = LEGS_RIGHTUP1;
}
else
{
return qfalse;
}
//step 5: based on the chosen interval and the current legsAnim, pick the correct anim
int legsAnim = pm->ps->legsAnim;
//step 6: increment/decrement to the dest anim, not instant
if ( legsAnim >= LEGS_LEFTUP1 && legsAnim <= LEGS_LEFTUP5 )
{//already in left-side up
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim++;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim--;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{
destAnim = legsAnim;
}
}
else if ( legsAnim >= LEGS_RIGHTUP1 && legsAnim <= LEGS_RIGHTUP5 )
{//already in right-side up
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim++;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim--;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{
destAnim = legsAnim;
}
}
else
{//in a stand of some sort?
switch ( legsAnim )
{
case BOTH_STAND1:
case BOTH_STAND2:
case BOTH_STAND3:
case BOTH_STAND4:
case BOTH_STAND5:
case BOTH_STAND6:
case BOTH_CROUCH1IDLE:
if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
{//going into right side up
destAnim = LEGS_LEFTUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
{//going into right side up
destAnim = LEGS_RIGHTUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
default:
return qfalse;
break;
}
}
//step 7: set the anim
PM_SetAnim( pm, SETANIM_LEGS, destAnim, SETANIM_FLAG_NORMAL );
return qtrue;
}
void PM_SwimFloatAnim( void )
{
int legsAnim = pm->ps->legsAnim;
if ( pm->cmd.forwardmove > 0 )
{
if ( legsAnim == BOTH_SWIMFORWARDSTART && !pm->ps->legsAnimTimer )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD);
}
else if ( legsAnim == BOTH_SWIMFORWARD )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARDSTART,SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD);
}
}
else
{
if ( legsAnim == BOTH_SWIMFORWARD )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARDSTOP,SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD);
}
else if ( legsAnim == BOTH_SWIMFORWARDSTOP )
{
if ( !pm->ps->legsAnimTimer )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
}
}
else if ( legsAnim == BOTH_SWIMFORWARDSTART )
{
if ( !pm->ps->legsAnimTimer )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARDSTOP,SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD);
}
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
}
}
}
/*
===============
PM_Footsteps
===============
*/
static void PM_Footsteps( void )
{
float bobmove;
int old, oldAnim;
qboolean footstep = qfalse;
qboolean validNPC = qfalse;
qboolean flipping = qfalse;
int setAnimFlags = SETANIM_FLAG_NORMAL;
if( pm->gent == NULL || pm->gent->client == NULL )
return;
if ( PM_SpinningSaberAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer )
{//spinning
return;
}
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
{//in knockdown
return;
}
if( pm->gent->NPC != NULL )
{
validNPC = qtrue;
}
pm->gent->client->renderInfo.legsFpsMod = 1.0f;
//PM_ResetAnkleAngles();
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
+ pm->ps->velocity[1] * pm->ps->velocity[1] );
if ( pm->ps->legsAnim == BOTH_FLIP_F ||
pm->ps->legsAnim == BOTH_FLIP_B ||
pm->ps->legsAnim == BOTH_FLIP_L ||
pm->ps->legsAnim == BOTH_FLIP_R )
{
flipping = qtrue;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE || pm->waterlevel > 2 )
{//in air or totally submerged in water
// airborne leaves position in cycle intact, but doesn't advance
if ( pm->waterlevel > 0 )
{
if ( pm->watertype & CONTENTS_LADDER )
{//FIXME: check for watertype, save waterlevel for whether to play
//the get off ladder transition anim!
if ( pm->ps->velocity[2] )
{//going up or down it
int anim;
if ( pm->ps->velocity[2] > 0 )
{
anim = BOTH_LADDER_UP1;
}
else
{
anim = BOTH_LADDER_DWN1;
}
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( pm->waterlevel >= 2 ) //arms on ladder
{
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if (fabs(pm->ps->velocity[2]) >5) {
bobmove = 0.005 * fabs(pm->ps->velocity[2]); // climbing bobs slow
if (bobmove > 0.3)
bobmove = 0.3F;
goto DoFootSteps;
}
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
pm->ps->legsAnimTimer += 300;
if ( pm->waterlevel >= 2 ) //arms on ladder
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
pm->ps->torsoAnimTimer += 300;
}
}
return;
}
else if ( pm->waterlevel > 1 ) //off ground and in deep water
{
PM_SwimFloatAnim();
return;
}
}
else
{
if ( pm->ps->pm_flags & PMF_DUCKED )
{
if ( !flipping )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
{
PM_SwimFloatAnim();
}
return;
}
}
if ( PM_SwimmingAnim( pm->ps->legsAnim ) && pm->waterlevel < 2 )
{//legs are in swim anim, and not swimming, be sure to override it
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
}
// if not trying to move
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove )
{
if ( pm->ps->pm_flags & PMF_DUCKED )
{
if( !PM_InOnGroundAnim( pm->ps ) )
{
if ( !PM_AdjustStandAnimForSlope() )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
}
}
}
else
{
if ( pm->ps->legsAnimTimer && PM_LandingAnim( pm->ps->legsAnim ) )
{//still in a landing anim, let it play
return;
}
qboolean saberInAir = qtrue;
if ( pm->ps->saberInFlight )
{//guiding saber
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
saberInAir = qfalse;
}
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
}
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{//NOTE: stand1 is with the helmet retracted, stand1to2 is the helmet going into place
PM_SetAnim( pm, SETANIM_BOTH, BOTH_STAND2, SETANIM_FLAG_NORMAL );
}
else if ( pm->ps->weapon == WP_SABER && pm->ps->saberInFlight && saberInAir )
{
if ( !PM_AdjustStandAnimForSlope() )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SABERPULL,SETANIM_FLAG_NORMAL);
}
}
else if ( (pm->ps->weapon == WP_SABER&&pm->ps->saberLength>0&&!pm->ps->saberInFlight) )
{
if ( !PM_AdjustStandAnimForSlope() )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND2,SETANIM_FLAG_NORMAL);
}
}
else if( (validNPC && pm->ps->weapon > WP_SABER && pm->ps->weapon < WP_DET_PACK ))// && pm->gent->client->race != RACE_BORG))//Being careful or carrying a 2-handed weapon
{//Squadmates use BOTH_STAND3
oldAnim = pm->ps->legsAnim;
if(oldAnim != BOTH_GUARD_LOOKAROUND1 && oldAnim != BOTH_GUARD_IDLE1 &&
oldAnim != BOTH_STAND2_RANDOM1 && oldAnim != BOTH_STAND2_RANDOM2 && oldAnim != BOTH_STAND2_RANDOM3 && oldAnim != BOTH_STAND2_RANDOM4 &&
oldAnim != BOTH_STAND2TO4 && oldAnim != BOTH_STAND4TO2 && oldAnim != BOTH_STAND4 )
{//Don't auto-override the guard idles
if ( !PM_AdjustStandAnimForSlope() )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND3,SETANIM_FLAG_NORMAL);
//if(oldAnim != BOTH_STAND2 && pm->ps->legsAnim == BOTH_STAND2)
//{
// pm->ps->legsAnimTimer = 500;
//}
}
}
}
else
{
if ( !PM_AdjustStandAnimForSlope() )
{
// FIXME: Do we need this here... The imps stand is 4, not 1...
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_IMPERIAL )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
}
}
return;
}
//maybe call this every frame, even when moving?
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{
PM_FootSlopeTrace( NULL, NULL );
}
//trying to move laterally
if ( (PM_InSaberAnim( pm->ps->legsAnim ) && !PM_SpinningSaberAnim( pm->ps->legsAnim ))
|| pm->ps->legsAnim == BOTH_STAND1
|| pm->ps->legsAnim == BOTH_STAND1TO2
|| pm->ps->legsAnim == BOTH_STAND2TO1
|| pm->ps->legsAnim == BOTH_STAND2
|| pm->ps->legsAnim == BOTH_BUTTON_HOLD
|| pm->ps->legsAnim == BOTH_BUTTON_RELEASE
|| PM_LandingAnim( pm->ps->legsAnim )
|| PM_PainAnim( pm->ps->legsAnim )
|| PM_ForceAnim( pm->ps->legsAnim ))
{//legs are in a saber anim, and not spinning, be sure to override it
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
}
if ( (pm->ps->eFlags&EF_IN_ATST) )
{//atst
if ( pm->ps->legsAnim == BOTH_TURN_LEFT1 ||
pm->ps->legsAnim == BOTH_TURN_RIGHT1 )
{//moving overrides turning
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
}
}
if ( pm->ps->pm_flags & PMF_DUCKED )
{
bobmove = 0.5; // ducked characters bob much faster
if( !PM_InOnGroundAnim( pm->ps ) )
{
qboolean rolled = qfalse;
if ( PM_RunningAnim( pm->ps->legsAnim ) || pm->ps->legsAnim == BOTH_FORCEHEAL_START )
{//roll!
rolled = PM_TryRoll();
}
if ( !rolled )
{
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
}
}
}
// ducked characters never play footsteps
}
else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{//Moving backwards
if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
{//running backwards
bobmove = 0.4F; // faster speeds bob faster
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK1,setAnimFlags);
footstep = qtrue;
}
else
{//walking backwards
bobmove = 0.3F; // faster speeds bob faster
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
}
}
else
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{
bobmove = 0.3F; // walking bobs slow
if ( pm->ps->weapon == WP_NONE )
{//helmet retracted
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK1, SETANIM_FLAG_NORMAL );
}
else
{//helmet in place
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK2, SETANIM_FLAG_NORMAL );
}
}
else if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
{
bobmove = 0.4F; // faster speeds bob faster
if ( pm->ps->weapon == WP_SABER && pm->ps->saberActive )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,setAnimFlags);
}
else
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{
if ( pm->ps->legsAnim != BOTH_RUN1 )
{
if ( pm->ps->legsAnim != BOTH_RUN1START )
{//Hmm, he should really start slow and have to accelerate... also need to do this for stopping
PM_SetAnim( pm,SETANIM_LEGS, BOTH_RUN1START, setAnimFlags|SETANIM_FLAG_HOLD );
}
else if ( !pm->ps->legsAnimTimer )
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
}
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
}
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
}
}
footstep = qtrue;
}
else
{
bobmove = 0.3F; // walking bobs slow
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER && pm->ps->saberActive )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,setAnimFlags);
}
//Enemy NPCs always make footsteps for the benefit of the player
if ( pm->gent && pm->gent->NPC && pm->gent->client && pm->gent->client->playerTeam != TEAM_PLAYER )
{
footstep = qtrue;
}
}
}
if(pm->gent != NULL)
{
if( pm->gent->client->renderInfo.legsFpsMod > 2 )
{
pm->gent->client->renderInfo.legsFpsMod = 2;
}
else if(pm->gent->client->renderInfo.legsFpsMod < 0.5)
{
pm->gent->client->renderInfo.legsFpsMod = 0.5;
}
}
DoFootSteps:
// check for footstep / splash sounds
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 )
{
if ( pm->watertype & CONTENTS_LADDER )
{
if ( !pm->noFootsteps )
{
if (pm->ps->groundEntityNum == ENTITYNUM_NONE) {// on ladder
PM_AddEvent( EV_FOOTSTEP_METAL );
} else {
PM_AddEvent( PM_FootstepForSurface() ); //still on ground
}
if ( pm->gent && pm->gent->s.number == 0 )
{
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR );
}
}
}
}
else if ( pm->waterlevel == 0 )
{
// on ground will only play sounds if running
if ( footstep && !pm->noFootsteps )
{
PM_AddEvent( PM_FootstepForSurface() );
if ( pm->gent && pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR );
}
}
}
}
else if ( pm->waterlevel == 1 )
{
// splashing
PM_AddEvent( EV_FOOTSPLASH );
if ( pm->gent && pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );//was bottom
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_MINOR );
}
}
}
else if ( pm->waterlevel == 2 )
{
// wading / swimming at surface
PM_AddEvent( EV_SWIM );
if ( pm->gent && pm->gent->s.number == 0 )
{
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
}
}
} // no sound when completely underwater
}
}
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void ) { // FIXME?
if ( pm->watertype & CONTENTS_LADDER ) //fake water for ladder
{
return;
}
//
// if just entered a water volume, play a sound
//
if (!pml.previous_waterlevel && pm->waterlevel) {
PM_AddEvent( EV_WATER_TOUCH );
if ( pm->gent && !pm->ps->clientNum )
{
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
}
}
//
// if just completely exited a water volume, play a sound
//
if (pml.previous_waterlevel && !pm->waterlevel) {
PM_AddEvent( EV_WATER_LEAVE );
if ( pm->gent && !pm->ps->clientNum )
{
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
}
}
//
// check for head just going under water
//
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
PM_AddEvent( EV_WATER_UNDER );
if ( pm->gent && !pm->ps->clientNum )
{
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_MINOR );
}
}
//
// check for head just coming out of water
//
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
if ( !pm->gent || !pm->gent->client || pm->gent->client->airOutTime < level.time + 2000 )
{//only do this if we were drowning or about to start drowning
PM_AddEvent( EV_WATER_CLEAR );
}
else
{
PM_AddEvent( EV_WATER_LEAVE );
}
if ( pm->gent && !pm->ps->clientNum )
{
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
}
}
}
/*
===============
PM_BeginWeaponChange
===============
*/
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
static void PM_BeginWeaponChange( int weapon ) {
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
return;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
return;
}
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
return;
}
if ( cg.time > 0 )
{//this way we don't get that annoying change weapon sound every time a map starts
PM_AddEvent( EV_CHANGE_WEAPON );
}
pm->ps->weaponstate = WEAPON_DROPPING;
pm->ps->weaponTime += 200;
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{
if ( pm->gent->alt_fire )
{//FIXME: attack delay?
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
else
{//FIXME: attack delay?
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_HOLD);
}
// turn of any kind of zooming when weapon switching....except the LA Goggles
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
{
cg.zoomMode = 0;
cg.zoomTime = cg.time;
}
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{
gi.cvar_set( "cg_thirdperson", "1" );
}
else if ( weapon == WP_SABER )
{//going to switch to lightsaber
}
else
{
if ( pm->ps->weapon == WP_SABER )
{//going to switch away from saber
if ( pm->gent )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
}
PM_SetSaberMove(LS_PUTAWAY);
}
//put this back in because saberActive isn't being set somewhere else anymore
pm->ps->saberActive = qfalse;
pm->ps->saberLength = 0;
}
}
/*
===============
PM_FinishWeaponChange
===============
*/
static void PM_FinishWeaponChange( void ) {
int weapon;
weapon = pm->cmd.weapon;
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
weapon = WP_NONE;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
weapon = WP_NONE;
}
pm->ps->weapon = weapon;
pm->ps->weaponstate = WEAPON_RAISING;
pm->ps->weaponTime += 250;
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{//do nothing
}
else if ( weapon == WP_SABER )
{//turn on the lightsaber
//FIXME: somehow sometimes I still end up with 2 weapons in hand... usually if I
// cycle weapons fast enough that I end up in 1st person lightsaber, then
// somehow throw the saber and switch to another weapon (all in 1st person),
// making my saber drop to the ground... when I switch back to the saber, it
// does not remove the current weapon model and then, when I pull the saber
// back to my hand, I have 2 weaponModels active...?
if ( pm->gent )
{// remove gun if we had it.
if ( pm->gent->weaponModel != -1 )
{
gi.G2API_RemoveGhoul2Model(pm->gent->ghoul2, pm->gent->weaponModel);
}
}
if ( !pm->ps->saberInFlight )
{//if it's not in flight or lying around, turn it on!
//FIXME: AddSound/Sight Event
pm->ps->saberActive = qtrue;
pm->ps->saberLength = 0;
if ( pm->gent )
{
G_CreateG2AttachedWeaponModel( pm->gent, pm->ps->saberModel );
}
}
else
{//FIXME: pull it back to us?
}
if ( pm->gent )
{
WP_SaberInitBladeData( pm->gent );
if ( cg_saberAutoThird.value )
{
gi.cvar_set( "cg_thirdperson", "1" );
}
}
PM_SetSaberMove(LS_DRAW);
}
else
{//switched away from saber
if ( pm->gent )
{
// remove the sabre if we had it.
if ( pm->gent->weaponModel != -1 )
{
gi.G2API_RemoveGhoul2Model(pm->gent->ghoul2, pm->gent->weaponModel);
pm->gent->weaponModel = -1;
}
if (weaponData[weapon].weaponMdl[0]) { //might be NONE, so check if it has a model
G_CreateG2AttachedWeaponModel( pm->gent, weaponData[weapon].weaponMdl );
}
}
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{
if ( pm->gent->alt_fire )
{//FIXME: attack delay?
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
else
{//FIXME: attack delay?
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_HOLD);
}
if ( cg_gunAutoFirst.value )
{
gi.cvar_set( "cg_thirdperson", "0" );
}
pm->ps->saberMove = LS_NONE;
pm->ps->saberBlocking = BLK_NO;
pm->ps->saberBlocked = BLOCKED_NONE;
}
}
void PM_SetSaberMove(short newMove)
{
unsigned int setflags = saberMoveData[newMove].animSetFlags;
int anim = saberMoveData[newMove].animToUse;
int parts = SETANIM_TORSO;
if ( cg_debugSaber.integer&0x01 && (newMove != LS_READY) )
{
Com_Printf("SetSaberMove: From '%s' to '%s'\n",
saberMoveData[pm->ps->saberMove].name,
saberMoveData[newMove].name);
}
if ( newMove == LS_READY )
{//finished with a kata, reset attack counter
pm->ps->saberAttackChainCount = 0;
}
else if ( PM_SaberInAttack( newMove ) )
{//continuing with a kata, increment attack counter
pm->ps->saberAttackChainCount++;
}
if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 &&
!PM_SaberInIdle( newMove ) && !PM_SaberInParry( newMove ) && !PM_SaberInKnockaway( newMove ) && !PM_SaberInBrokenParry( newMove ) && !PM_SaberInReflect( newMove ) && !PM_SaberInSpecial( newMove ))
{//readies, parries and reflections have only 1 level
//increment the anim to the next level of saber anims
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
}
// If the move does the same animation as the last one, we need to force a restart...
if ( saberMoveData[pm->ps->saberMove].animToUse == anim && newMove > LS_PUTAWAY)
{
setflags |= SETANIM_FLAG_RESTART;
}
if ( anim == BOTH_STAND2 )
{
//FIXME: play both_stand2_random1 when you've been idle for a while
if( pm->ps->legsAnim == BOTH_WALK1 )
{
anim = BOTH_WALK1;
}
else if( pm->ps->legsAnim == BOTH_RUN2 )
{
anim = BOTH_RUN2;
}
else if( pm->ps->legsAnim == BOTH_WALK2 )
{
anim = BOTH_WALK2;
}
}
if ( newMove == LS_A_LUNGE
|| newMove == LS_A_JUMP_T__B_
|| newMove == LS_A_BACKSTAB
|| newMove == LS_A_BACK
|| newMove == LS_A_BACK_CR
|| newMove == LS_A_FLIP_STAB
|| newMove == LS_A_FLIP_SLASH )
{
parts = SETANIM_BOTH;
}
else if ( PM_SpinningSaberAnim( anim ) )
{//spins must be played on entire body
parts = SETANIM_BOTH;
}
else if ( (!pm->cmd.forwardmove&&!pm->cmd.rightmove&&!pm->cmd.upmove))
{//not trying to run, duck or jump
if ( !PM_FlippingAnim( pm->ps->legsAnim ) &&
!PM_InRoll( pm->ps ) &&
!PM_InKnockDown( pm->ps ) &&
!PM_JumpingAnim( pm->ps->legsAnim ) &&
!PM_PainAnim( pm->ps->legsAnim ) &&
!PM_InSpecialJump( pm->ps->legsAnim ) &&
!PM_InSlopeAnim( pm->ps->legsAnim ) &&
//!PM_CrouchAnim( pm->ps->legsAnim ) &&
//pm->cmd.upmove >= 0 &&
!(pm->ps->pm_flags & PMF_DUCKED))
{
parts = SETANIM_BOTH;
}
}
PM_SetAnim( pm, parts, anim, setflags, saberMoveData[newMove].blendTime );
if ( pm->ps->torsoAnim == anim )
{//successfully changed anims
//special check for *starting* a saber swing
if ( pm->gent && pm->ps->saberLength > 1 )
{
if ( PM_SaberInAttack( newMove ) || PM_SaberInSpecialAttack( anim ) )
{//playing an attack
if ( pm->ps->saberMove != newMove )
{//wasn't playing that attack before
G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 8 ) ) );
}
}
}
pm->ps->saberMove = newMove;
pm->ps->saberBlocking = saberMoveData[newMove].blocking;
if ( pm->ps->clientNum == 0 )
{
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ
&& newMove >= LS_REFLECT_UP && newMove <= LS_REFLECT_LL )
{//don't clear it when blocking projectiles
}
else
{
pm->ps->saberBlocked = BLOCKED_NONE;
}
}
else if ( pm->ps->saberBlocked <= BLOCKED_ATK_BOUNCE || !pm->ps->saberActive || (newMove < LS_PARRY_UR || newMove > LS_REFLECT_LL) )
{//NPCs only clear blocked if not blocking?
pm->ps->saberBlocked = BLOCKED_NONE;
}
if ( pm->gent && pm->gent->client )
{
if ( saberMoveData[newMove].trailLength > 0 )
{
pm->gent->client->saberTrail.inAction = qtrue;
pm->gent->client->saberTrail.duration = saberMoveData[newMove].trailLength; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
}
else
{
pm->gent->client->saberTrail.inAction = qfalse;
}
}
}
}
/*
==============
PM_Use
Generates a use event
==============
*/
#define USE_DELAY 2000
void PM_Use( void )
{
if ( pm->ps->useTime > 0 )
{
pm->ps->useTime -= 100;//pm->cmd.msec;
if ( pm->ps->useTime < 0 )
{
pm->ps->useTime = 0;
}
}
if ( pm->ps->useTime > 0 ) {
return;
}
if ( ! (pm->cmd.buttons & BUTTON_USE ) )
{
pm->useEvent = 0;
pm->ps->useTime = 0;
return;
}
pm->useEvent = EV_USE;
pm->ps->useTime = USE_DELAY;
}
int PM_NPCSaberAttackFromQuad( int quad )
{
//FIXME: this should be an AI decision
// It should be based on the enemy's current LS_ move, saberAnimLevel,
// the jedi's difficulty level, rank and FP_OFFENSE skill...
int newmove = LS_NONE;
switch( quad )
{
case Q_T://blocked top
if ( Q_irand( 0, 1 ) )
{
newmove = LS_A_T2B;
}
else
{
newmove = LS_A_TR2BL;
}
break;
case Q_TR:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_R2L;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_A_TR2BL;
}
else
{
newmove = LS_T1_TR_BR;
}
break;
case Q_TL:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_L2R;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_A_TL2BR;
}
else
{
newmove = LS_T1_TL_BL;
}
break;
case Q_BR:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_BR2TL;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1_BR_TR;
}
else
{
newmove = LS_A_R2L;
}
break;
case Q_BL:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_BL2TR;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1_BL_TL;
}
else
{
newmove = LS_A_L2R;
}
break;
case Q_L:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_L2R;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1__L_T_;
}
else
{
newmove = LS_A_R2L;
}
break;
case Q_R:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_R2L;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1__R_T_;
}
else
{
newmove = LS_A_L2R;
}
break;
case Q_B:
if ( ( pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG ) )
{//fencers and above can do bottom-up attack
if ( Q_irand( 0, pm->gent->NPC->rank ) >= RANK_LT_JG )
{//but not overly likely
newmove = LS_A_LUNGE;
}
}
break;
default:
break;
}
return newmove;
}
int PM_SaberMoveQuadrantForMovement( usercmd_t *ucmd )
{
if ( ucmd->rightmove > 0 )
{//moving right
if ( ucmd->forwardmove > 0 )
{//forward right = TL2BR slash
return Q_TL;
}
else if ( ucmd->forwardmove < 0 )
{//backward right = BL2TR uppercut
return Q_BL;
}
else
{//just right is a left slice
return Q_L;
}
}
else if ( ucmd->rightmove < 0 )
{//moving left
if ( ucmd->forwardmove > 0 )
{//forward left = TR2BL slash
return Q_TR;
}
else if ( ucmd->forwardmove < 0 )
{//backward left = BR2TL uppercut
return Q_BR;
}
else
{//just left is a right slice
return Q_R;
}
}
else
{//not moving left or right
if ( ucmd->forwardmove > 0 )
{//forward= T2B slash
return Q_T;
}
else if ( ucmd->forwardmove < 0 )
{//backward= T2B slash //or B2T uppercut?
return Q_T;
}
else //if ( curmove == LS_READY )//???
{//Not moving at all
return Q_R;
}
}
//return Q_R;//????
}
void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs )
{
if ( !gi.G2API_HaveWeGhoul2Models( gent->ghoul2 ) )
{
return;
}
int actualTime = (cg.time?cg.time:level.time);
if ( torso && gent->lowerLumbarBone != -1 )//gent->upperLumbarBone
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame+1, 150 );
if ( gent->motionBone != -1 )
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, //gent->upperLumbarBone
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame+1, 150 );
}
}
if ( legs && gent->rootBone != -1 )
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone,
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame+1, 150 );
}
}
void PM_SaberLockBreak( gentity_t *gent, gentity_t *genemy, saberLockResult_t result, int victoryStrength )
{
int winAnim = -1, loseAnim = -1;
switch ( pm->ps->torsoAnim )
{
case BOTH_BF2LOCK:
if ( result == LOCK_DRAW )
{
winAnim = BOTH_BF1BREAK;
loseAnim = BOTH_KNOCKDOWN4;
}
else
{
pm->ps->saberMove = LS_A_T2B;
winAnim = BOTH_A3_T__B_;
if ( result == LOCK_STALEMATE )
{//no-one won
genemy->client->ps.saberMove = LS_A_T2B;
loseAnim = winAnim;
}
else
{
loseAnim = BOTH_KNOCKDOWN4;
}
}
break;
case BOTH_BF1LOCK:
if ( result == LOCK_DRAW )
{
winAnim = BOTH_KNOCKDOWN4;
loseAnim = BOTH_BF1BREAK;
}
else
{
pm->ps->saberMove = LS_K1_T_;
winAnim = BOTH_K1_S1_T_;
if ( result == LOCK_STALEMATE )
{//no-one won
genemy->client->ps.saberMove = LS_K1_T_;
loseAnim = winAnim;
}
else
{//FIXME: this anim needs to transition back to ready when done
loseAnim = BOTH_BF1BREAK;
}
}
break;
case BOTH_CWCIRCLELOCK:
if ( result == LOCK_DRAW )
{
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BL;
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
winAnim = BOTH_V1_BL_S1;
//
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BR_S1;
}
else
{
winAnim = BOTH_CWCIRCLEBREAK;
if ( result == LOCK_STALEMATE )
{//no-one won
loseAnim = winAnim;
}
else
{
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BR_S1;
/*
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BL;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_H1_S1_BR;
*/
}
}
break;
case BOTH_CCWCIRCLELOCK:
if ( result == LOCK_DRAW )
{
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BR;
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
winAnim = BOTH_V1_BR_S1;
//
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BL_S1;
}
else
{
winAnim = BOTH_CCWCIRCLEBREAK;
if ( result == LOCK_STALEMATE )
{//no-one won
loseAnim = winAnim;
}
else
{
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BL_S1;
/*
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BR;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_H1_S1_BL;
*/
}
}
break;
}
if ( d_saberCombat->integer )
{
Com_Printf( "%s won saber lock, anim = %s!\n", gent->NPC_type, animTable[winAnim].name );
Com_Printf( "%s lost saber lock, anim = %s!\n", genemy->NPC_type, animTable[loseAnim].name );
}
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC_SetAnim( genemy, SETANIM_BOTH, loseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
genemy->client->ps.weaponTime = genemy->client->ps.torsoAnimTimer;// + 250;
pm->ps->saberLockTime = genemy->client->ps.saberLockTime = 0;
pm->ps->saberLockEnemy = genemy->client->ps.saberLockEnemy = ENTITYNUM_NONE;
PM_AddEvent( EV_JUMP );
if ( result == LOCK_STALEMATE )
{//no-one won
G_AddEvent( genemy, EV_JUMP, 0 );
}
else
{
if ( pm->ps->clientNum )
{//an NPC
pm->ps->saberEventFlags |= SEF_LOCK_WON;//tell the winner to press the advantage
}
//painDebounceTime will stop them from doing anything
genemy->painDebounceTime = level.time + genemy->client->ps.torsoAnimTimer + 500;
if ( Q_irand( 0, 1 ) )
{
G_AddEvent( genemy, EV_PAIN, Q_irand( 0, 75 ) );
}
else
{
if ( genemy->NPC )
{
genemy->NPC->blockedSpeechDebounceTime = 0;
}
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
}
if ( result == LOCK_VICTORY )
{//one person won
if ( Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_2 ) < pm->ps->forcePowerLevel[FP_SABER_OFFENSE] )
{
if ( (!genemy->s.number&&genemy->health<=25)//player low on health
||(genemy->s.number&&genemy->client->NPC_class!=CLASS_LUKE&&genemy->client->NPC_class!=CLASS_TAVION&&genemy->client->NPC_class!=CLASS_DESANN)//any NPC that's not a boss character
||(genemy->s.number&&genemy->health<=50) )//boss character with less than 50 health left
{//possibly knock saber out of hand OR cut hand off!
vec3_t throwDir = {0,0,350};
int winMove = pm->ps->saberMove;
switch ( winAnim )
{
case BOTH_A3_T__B_:
winAnim = BOTH_D1_TL___;
winMove = LS_D1_TL;
//FIXME: mod throwDir?
break;
case BOTH_K1_S1_T_:
//FIXME: mod throwDir?
break;
case BOTH_CWCIRCLEBREAK:
//FIXME: mod throwDir?
break;
case BOTH_CCWCIRCLEBREAK:
winAnim = BOTH_A1_BR_TL;
winMove = LS_A_BR2TL;
//FIXME: mod throwDir?
break;
}
if ( Q_irand( 0, 25 ) < victoryStrength
&& ((!genemy->s.number&&genemy->health<=10)||genemy->s.number) )
{
genemy->client->dismemberable = qtrue;
NPC_SetAnim( genemy, SETANIM_BOTH, BOTH_RIGHTHANDCHOPPEDOFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//force this
G_Damage( genemy, gent, gent, throwDir, genemy->client->renderInfo.handRPoint, genemy->health+10, DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC|DAMAGE_DISMEMBER, MOD_SABER, HL_HAND_RT );
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->torsoAnimTimer + 500;
pm->ps->saberMove = winMove;
}
else if ( Q_irand( 0, 10 ) < victoryStrength )
{
WP_SaberLose( genemy, throwDir );
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
pm->ps->saberMove = winMove;
}
}
}
}
}
}
int G_SaberLockStrength( gentity_t *gent )
{
if ( gent->s.number )
{
if ( gent->client->NPC_class == CLASS_DESANN || gent->client->NPC_class == CLASS_LUKE )
{
return 5;
}
else
{
return gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE];
}
}
else
{//player
return (gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+1);
}
}
extern qboolean ValidAnimFileIndex ( int index );
qboolean PM_SaberLocked( void )
{
if ( pm->ps->saberLockEnemy == ENTITYNUM_NONE )
{
return qfalse;
}
gentity_t *gent = pm->gent;
if ( !gent )
{
return qfalse;
}
gentity_t *genemy = &g_entities[pm->ps->saberLockEnemy];
if ( !genemy )
{
return qfalse;
}
if ( ( pm->ps->torsoAnim == BOTH_BF2LOCK ||
pm->ps->torsoAnim == BOTH_BF1LOCK ||
pm->ps->torsoAnim == BOTH_CWCIRCLELOCK ||
pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK )
&& ( genemy->client->ps.torsoAnim == BOTH_BF2LOCK ||
genemy->client->ps.torsoAnim == BOTH_BF1LOCK ||
genemy->client->ps.torsoAnim == BOTH_CWCIRCLELOCK ||
genemy->client->ps.torsoAnim == BOTH_CCWCIRCLELOCK )
)
{
if ( pm->ps->saberLockTime <= level.time + 500
&& pm->ps->saberLockEnemy != ENTITYNUM_NONE )
{//lock just ended
int strength = G_SaberLockStrength( gent );
int eStrength = G_SaberLockStrength( genemy );
if ( strength > 1 && eStrength > 1 && !Q_irand( 0, fabs(strength-eStrength)+1 ) )
{//both knock each other down!
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
}
else
{//both "win"
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
}
return qtrue;
}
else if ( pm->ps->saberLockTime < level.time )
{//done... tie breaker above should have handled this, but...?
if ( PM_SaberLockAnim( pm->ps->torsoAnim ) && pm->ps->torsoAnimTimer > 0 )
{
pm->ps->torsoAnimTimer = 0;
}
if ( PM_SaberLockAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer > 0 )
{
pm->ps->legsAnimTimer = 0;
}
return qfalse;
}
else if ( pm->cmd.buttons & BUTTON_ATTACK )
{//holding attack
if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
{//tapping
int remaining = 0;
if( ValidAnimFileIndex( gent->client->clientInfo.animFileIndex ) )
{
animation_t *anim;
float currentFrame, junk2;
int curFrame, junk;
int strength = 1;
anim = &level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations[pm->ps->torsoAnim];
gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, (cg.time?cg.time:level.time), &currentFrame, &junk, &junk, &junk, &junk2, NULL );
strength = G_SaberLockStrength( gent );
if ( pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK ||
pm->ps->torsoAnim == BOTH_BF2LOCK )
{
curFrame = floor( currentFrame )-strength;
//drop my frame one
if ( curFrame <= anim->firstFrame )
{//I won! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
return qtrue;
}
else
{
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
remaining = curFrame-anim->firstFrame;
if ( d_saberCombat->integer )
{
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
}
}
}
else
{
curFrame = ceil( currentFrame )+strength;
//advance my frame one
if ( curFrame >= anim->firstFrame+anim->numFrames )
{//I won! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
return qtrue;
}
else
{
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
remaining = anim->firstFrame+anim->numFrames-curFrame;
if ( d_saberCombat->integer )
{
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
}
}
}
if ( !Q_irand( 0, 2 ) )
{
if ( !pm->ps->clientNum )
{
PM_AddEvent( EV_JUMP );
}
else
{
if ( gent->NPC && gent->NPC->blockedSpeechDebounceTime < level.time )
{
switch ( Q_irand( 0, 3 ) )
{
case 0:
PM_AddEvent( EV_JUMP );
break;
case 1:
PM_AddEvent( Q_irand( EV_ANGER1, EV_ANGER3 ) );
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
break;
case 2:
PM_AddEvent( Q_irand( EV_TAUNT1, EV_TAUNT3 ) );
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
break;
case 3:
PM_AddEvent( Q_irand( EV_GLOAT1, EV_GLOAT3 ) );
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
break;
}
}
}
}
}
else
{
return qfalse;
}
if( ValidAnimFileIndex( genemy->client->clientInfo.animFileIndex ) )
{
animation_t *anim;
anim = &level.knownAnimFileSets[genemy->client->clientInfo.animFileIndex].animations[genemy->client->ps.torsoAnim];
/*
float currentFrame, junk2;
int junk;
gi.G2API_GetBoneAnimIndex( &genemy->ghoul2[genemy->playerModel], genemy->lowerLumbarBone, (cg.time?cg.time:level.time), &currentFrame, &junk, &junk, &junk, &junk2, NULL );
*/
if ( genemy->client->ps.torsoAnim == BOTH_CWCIRCLELOCK ||
genemy->client->ps.torsoAnim == BOTH_BF1LOCK )
{
if ( !Q_irand( 0, 2 ) )
{
switch ( Q_irand( 0, 3 ) )
{
case 0:
G_AddEvent( genemy, EV_PAIN, floor((float)genemy->health/genemy->max_health*100.0f) );
break;
case 1:
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
break;
case 2:
G_AddVoiceEvent( genemy, Q_irand( EV_CHOKE1, EV_CHOKE3 ), 500 );
break;
case 3:
G_AddVoiceEvent( genemy, EV_PUSHFAIL, 2000 );
break;
}
}
PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
/*
curFrame = floor( currentFrame );
//drop his frame one
if ( curFrame <= anim->firstFrame )
{//He lost! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
return;
}
else
{
if ( d_saberCombat->integer )
{
Com_Printf( "%s losing in saber lock, %d frames to go!\n", genemy->NPC_type, (curFrame-1)-anim->firstFrame );
}
PM_SetAnimFrame( genemy, curFrame-1, qtrue, qtrue );
}
*/
}
else
{
PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
/*
curFrame = ceil( currentFrame );
//advance his frame one
if ( curFrame >= anim->firstFrame+anim->numFrames )
{//He lost! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
return;
}
else
{
if ( d_saberCombat->integer )
{
Com_Printf( "%s losing in saber lock, %d frames to go!\n", genemy->NPC_type, anim->firstFrame+anim->numFrames-(curFrame+1) );
}
PM_SetAnimFrame( genemy, curFrame+1, qtrue, qtrue );
}
*/
}
}
}
}
else
{//FIXME: other ways out of a saberlock?
//force-push? (requires more force power?)
//kick? (requires anim ... hit jump key?)
//roll?
//backflip?
}
}
else
{//something broke us out of it
if ( gent->painDebounceTime > level.time && genemy->painDebounceTime > level.time )
{
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
}
else if ( gent->painDebounceTime > level.time )
{
PM_SaberLockBreak( genemy, gent, LOCK_VICTORY, 0 );
}
if ( genemy->painDebounceTime > level.time )
{
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
}
else
{
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
}
}
return qtrue;
}
/*
=================
PM_WeaponLightsaber
Consults a chart to choose what to do with the lightsaber.
While this is a little different than the Quake 3 code, there is no clean way of using the Q3 code for this kind of thing.
=================
*/
// Ultimate goal is to set the sabermove to the proper next location
// Note that if the resultant animation is NONE, then the animation is essentially "idle", and is set in WP_TorsoAnim
void PM_WeaponLightsaber(void)
{
int addTime,amount;
qboolean delayed_fire = qfalse;
weaponInfo_t *weapon;
int anim=-1, curmove, newmove=LS_NONE;
if ( !pm->ps->clientNum && cg.saberAnimLevelPending != pm->ps->saberAnimLevel )
{
if ( !PM_SaberInStart( pm->ps->saberMove )
&& !PM_SaberInTransition( pm->ps->saberMove )
&& !PM_SaberInAttack( pm->ps->saberMove ) )
{//don't allow changes when in the middle of an attack set...(or delay the change until it's done)
pm->ps->saberAnimLevel = cg.saberAnimLevelPending;
}
}
/*
if ( PM_InForceGetUp( pm->ps ) )
{//if mostly up, can start attack
if ( pm->ps->torsoAnimTimer > 800 )
{//not up enough yet
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
return;
}
else
{
if ( pm->cmd.buttons & BUTTON_ATTACK )
{//let an attack interrupt the torso part of this force getup
pm->ps->weaponTime = 0;
}
}
}
else
*/
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
{//in knockdown
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
return;
}
if ( PM_SaberLocked() )
{
pm->ps->saberMove = LS_NONE;
return;
}
qboolean saberInAir = qtrue;
if ( !PM_SaberInBrokenParry( pm->ps->saberMove ) && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN && !PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're not stuck in a broken parry
if ( pm->ps->saberInFlight )
{//guiding saber
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING )
{
if ( pm->ps->weapon != pm->cmd.weapon )
{
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
else if ( pm->ps->weapon == WP_SABER )
{//guiding saber
if ( saberInAir )
{
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
return;
}
}
}
if(pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0)
{//FIXME: this is going to fire off one frame before you expect, actually
pm->gent->client->fireDelay -= pml.msec;
if(pm->gent->client->fireDelay <= 0)
{//just finished delay timer
pm->gent->client->fireDelay = 0;
delayed_fire = qtrue;
}
}
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
{
if ( pm->gent )
{
pm->gent->s.loopSound = 0;
}
return;
}
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
if ( !pm->ps->clientNum )
{//player
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
{//blocking a projectile
if ( pm->ps->forcePowerDebounce[FP_SABER_DEFENSE] < level.time )
{//block is done or breaking out of it with an attack
pm->ps->weaponTime = 0;
pm->ps->saberBlocked = BLOCKED_NONE;
}
else if ( (pm->cmd.buttons&BUTTON_ATTACK) )
{//block is done or breaking out of it with an attack
pm->ps->weaponTime = 0;
pm->ps->saberBlocked = BLOCKED_NONE;
}
}
}
// Now we react to a block action by the player's lightsaber.
if ( pm->ps->saberBlocked )
{
if ( pm->ps->saberMove > LS_PUTAWAY && pm->ps->saberMove <= LS_A_BL2TR && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN &&
(pm->ps->saberBlocked < BLOCKED_UPPER_RIGHT_PROJ || pm->ps->saberBlocked > BLOCKED_TOP_PROJ))//&& Q_irand( 0, 2 )
{//we parried another lightsaber while attacking, so treat it as a bounce
pm->ps->saberBlocked = BLOCKED_ATK_BOUNCE;
}
/*
else if ( (pm->cmd.buttons&BUTTON_ATTACK)
&& pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT
&& pm->ps->saberBlocked <= BLOCKED_TOP
&& !PM_SaberInKnockaway( pm->ps->saberBounceMove ) )
{//if hitting attack during a parry (not already a knockaway)
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
{//have high saber defense, turn the parry into a knockaway?
//FIXME: this could actually be bad for us...? Leaves us open
pm->ps->saberBounceMove = PM_KnockawayForParry( pm->ps->saberBlocked );
}
}
*/
if ( pm->ps->saberBlocked != BLOCKED_ATK_BOUNCE )
{//can't attack for twice whatever your skill level's parry debounce time is
if ( pm->ps->clientNum == 0 )
{//player
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 )
{
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]];
}
}
else
{//NPC
//pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
if ( pm->gent )
{
pm->ps->weaponTime = Jedi_ReCalcParryTime( pm->gent );
}
else
{//WTF???
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
}
}
}
switch ( pm->ps->saberBlocked )
{
case BLOCKED_PARRY_BROKEN:
//whatever parry we were is in now broken, play the appropriate knocked-away anim
{
int nextMove;
if ( PM_SaberInBrokenParry( pm->ps->saberBounceMove ) )
{//already have one...?
nextMove = pm->ps->saberBounceMove;
}
else
{
nextMove = PM_BrokenParryForParry( pm->ps->saberMove );
}
if ( nextMove != LS_NONE )
{
PM_SetSaberMove( nextMove );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{//Maybe in a knockaway?
}
//pm->ps->saberBounceMove = LS_NONE;
}
break;
case BLOCKED_ATK_BOUNCE:
// If there is absolutely no blocked move in the chart, don't even mess with the animation.
// OR if we are already in a block or parry.
if ( pm->ps->saberMove >= LS_T1_BR__R/*LS_BOUNCE_TOP*/ )//|| saberMoveData[pm->ps->saberMove].bounceMove == LS_NONE )
{//an actual bounce? Other bounces before this are actually transitions?
pm->ps->saberBlocked = BLOCKED_NONE;
}
else if ( PM_SaberInBounce( pm->ps->saberMove ) || !PM_SaberInAttack( pm->ps->saberMove ) )
{//already in the bounce, go into an attack or transition to ready.. should never get here since can't be blocked in a bounce!
int nextMove;
if ( pm->cmd.buttons & BUTTON_ATTACK )
{//transition to a new attack
if ( pm->ps->clientNum )
{//NPC
nextMove = saberMoveData[pm->ps->saberMove].chain_attack;
}
else
{//player
int newQuad = PM_SaberMoveQuadrantForMovement( &pm->cmd );
while ( newQuad == saberMoveData[pm->ps->saberMove].startQuad )
{//player is still in same attack quad, don't repeat that attack because it looks bad,
//FIXME: try to pick one that might look cool?
newQuad = Q_irand( Q_BR, Q_BL );
//FIXME: sanity check, just in case?
}//else player is switching up anyway, take the new attack dir
nextMove = transitionMove[saberMoveData[pm->ps->saberMove].startQuad][newQuad];
}
}
else
{//return to ready
if ( pm->ps->clientNum )
{//NPC
nextMove = saberMoveData[pm->ps->saberMove].chain_idle;
}
else
{//player
if ( saberMoveData[pm->ps->saberMove].startQuad == Q_T )
{
nextMove = LS_R_BL2TR;
}
else if ( saberMoveData[pm->ps->saberMove].startQuad < Q_T )
{
nextMove = LS_R_TL2BR+saberMoveData[pm->ps->saberMove].startQuad-Q_BR;
}
else// if ( saberMoveData[pm->ps->saberMove].startQuad > Q_T )
{
nextMove = LS_R_BR2TL+saberMoveData[pm->ps->saberMove].startQuad-Q_TL;
}
}
}
PM_SetSaberMove( nextMove );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{//start the bounce move
int bounceMove;
if ( pm->ps->saberBounceMove != LS_NONE )
{
bounceMove = pm->ps->saberBounceMove;
}
else
{
bounceMove = PM_SaberBounceForAttack( pm->ps->saberMove );
}
PM_SetSaberMove( bounceMove );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
//clear the saberBounceMove
//pm->ps->saberBounceMove = LS_NONE;
if (cg_debugSaber.integer>=2)
{
Com_Printf("Saber Block: Bounce\n");
}
break;
case BLOCKED_UPPER_RIGHT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_UR );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf( "Saber Block: Parry UR\n" );
}
break;
case BLOCKED_UPPER_RIGHT_PROJ:
PM_SetSaberMove( LS_REFLECT_UR );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect UR\n");
}
break;
case BLOCKED_UPPER_LEFT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_UL );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf( "Saber Block: Parry UL\n" );
}
break;
case BLOCKED_UPPER_LEFT_PROJ:
PM_SetSaberMove( LS_REFLECT_UL );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect UL\n");
}
break;
case BLOCKED_LOWER_RIGHT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_LR );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Parry LR\n");
}
break;
case BLOCKED_LOWER_RIGHT_PROJ:
PM_SetSaberMove( LS_REFLECT_LR );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect LR\n");
}
break;
case BLOCKED_LOWER_LEFT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_LL );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Parry LL\n");
}
break;
case BLOCKED_LOWER_LEFT_PROJ:
PM_SetSaberMove( LS_REFLECT_LL);
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect LL\n");
}
break;
case BLOCKED_TOP:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_UP );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Parry Top\n");
}
break;
case BLOCKED_TOP_PROJ:
PM_SetSaberMove( LS_REFLECT_UP );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect Top\n");
}
break;
default:
pm->ps->saberBlocked = BLOCKED_NONE;
break;
}
// Charging is like a lead-up before attacking again. This is an appropriate use, or we can create a new weaponstate for blocking
pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponstate = WEAPON_READY;
// Done with block, so stop these active weapon branches.
return;
}
// check for weapon change
// can't change if weapon is firing, but can change again if lowering or raising
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
if ( pm->ps->weaponTime > 0 )
{
//FIXME: allow some window of opportunity to change your attack
// if it just started and your directional input is different
// than it was before... but only 100 milliseconds at most?
//OR: Make it so that attacks don't start until 100ms after you
// press the attack button...???
return;
}
// *********************************************************
// WEAPON_DROPPING
// *********************************************************
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
// *********************************************************
// WEAPON_RAISING
// *********************************************************
if ( pm->ps->weaponstate == WEAPON_RAISING )
{//Just selected the weapon
pm->ps->weaponstate = WEAPON_IDLE;
if(pm->gent && pm->gent->s.number == 0)
{
if( pm->ps->legsAnim == BOTH_WALK1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_RUN2 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_WALK2 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2,SETANIM_FLAG_NORMAL);
}
}
else
{
qboolean saberInAir = qtrue;
if ( pm->ps->saberInFlight )
{//guiding saber
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
saberInAir = qfalse;
}
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
}
if ( pm->ps->weapon == WP_SABER && pm->ps->saberInFlight && saberInAir )
{//guiding saber
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
else
{
// PM_SetAnim(pm, SETANIM_TORSO, BOTH_ATTACK1, SETANIM_FLAG_NORMAL);//TORSO_WEAPONIDLE1
// Select the proper idle Lightsaber attack move from the chart.
PM_SetSaberMove(LS_READY);
}
}
return;
}
// *********************************************************
// Check for WEAPON ATTACK
// *********************************************************
weapon = &cg_weapons[pm->ps->weapon];
if(!delayed_fire)
{
// Start with the current move, and cross index it with the current control states.
if ( pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX )
{
curmove = pm->ps->saberMove;
}
else
{
curmove = LS_READY;
}
if ( curmove == LS_A_JUMP_T__B_ || pm->ps->torsoAnim == BOTH_FORCELEAP2_T__B_ )
{//must transition back to ready from this anim
newmove = LS_R_T2B;
}
// check for fire
else if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
{//not attacking
pm->ps->weaponTime = 0;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//Still firing
pm->ps->weaponstate = WEAPON_FIRING;
}
else if ( pm->ps->weaponstate != WEAPON_READY )
{
pm->ps->weaponstate = WEAPON_IDLE;
}
//Check for finishing an anim if necc.
if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
{//started a swing, must continue from here
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
}
else if ( curmove >= LS_A_TL2BR && curmove <= LS_A_T2B )
{//finished an attack, must continue from here
newmove = LS_R_TL2BR + (curmove-LS_A_TL2BR);
}
else if ( PM_SaberInTransition( curmove ) )
{//in a transition, must play sequential attack
newmove = saberMoveData[curmove].chain_attack;
}
else if ( PM_SaberInBounce( curmove ) )
{//in a bounce
if ( pm->ps->clientNum )
{//NPCs must play sequential attack
//going into another attack...
//allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3
if ( PM_SaberKataDone() )
{//done with this kata, must return to ready before attack again
newmove = saberMoveData[curmove].chain_idle;
}
else
{//okay to chain to another attack
newmove = saberMoveData[curmove].chain_attack;//we assume they're attacking, even if they're not
pm->ps->saberAttackChainCount++;
}
}
else
{//player gets his by directional control
newmove = saberMoveData[curmove].chain_idle;//oops, not attacking, so don't chain
}
}
else
{//FIXME: what about returning from a parry?
//PM_SetSaberMove( LS_READY );
return;
}
}
// ***************************************************
// Pressing attack, so we must look up the proper attack move.
qboolean saberInAir = qtrue;
if ( pm->ps->saberInFlight )
{//guiding saber
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
saberInAir = qfalse;
}
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
}
if ( pm->ps->weapon == WP_SABER && pm->ps->saberInFlight && saberInAir )
{//guiding saber
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
else if ( pm->ps->weaponTime > 0 )
{ // Last attack is not yet complete.
pm->ps->weaponstate = WEAPON_FIRING;
return;
}
else
{
int both = qfalse;
if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL )
{//from a parry or reflection, can go directly into an attack
if ( pm->ps->clientNum )
{//NPCs
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
}
else
{
switch ( saberMoveData[curmove].endQuad )
{
case Q_T:
newmove = LS_A_T2B;
break;
case Q_TR:
newmove = LS_A_TR2BL;
break;
case Q_TL:
newmove = LS_A_TL2BR;
break;
case Q_BR:
newmove = LS_A_BR2TL;
break;
case Q_BL:
newmove = LS_A_BL2TR;
break;
//shouldn't be a parry that ends at L, R or B
}
}
}
if ( newmove != LS_NONE )
{//have a valid, final LS_ move picked, so skip findingt he transition move and just get the anim
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
{
anim = saberMoveData[newmove].animToUse;
}
}
//FIXME: diagonal dirs use the figure-eight attacks from ready pose?
if ( anim == -1 )
{
//FIXME: take FP_SABER_OFFENSE into account here somehow?
if ( PM_SaberInTransition( curmove ) )
{//in a transition, must play sequential attack
newmove = saberMoveData[curmove].chain_attack;
}
else if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
{//started a swing, must continue from here
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
}
else if ( PM_SaberInBrokenParry( curmove ) )
{//broken parries must always return to ready
newmove = LS_READY;
}
else//if ( pm->cmd.buttons&BUTTON_ATTACK && !(pm->ps->pm_flags&PMF_ATTACK_HELD) )//only do this if just pressed attack button?
{//get attack move from movement command
if ( PM_SaberKataDone() )
{//we came from a bounce and cannot chain to another attack because our kata is done
newmove = saberMoveData[curmove].chain_idle;
}
else if ( pm->ps->clientNum && Q_irand( 0, pm->ps->saberAnimLevel-1 ) )
{//NPCs use more randomized attacks the more skilled they are
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
}
else
{
newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
if ( (PM_SaberInBounce( curmove )||PM_SaberInBrokenParry( curmove ))
&& saberMoveData[newmove].startQuad == saberMoveData[curmove].endQuad )
{//this attack would be a repeat of the last (which was blocked), so don't actually use it, use the default chain attack for this bounce
newmove = saberMoveData[curmove].chain_attack;
}
}
}
/*
if ( newmove == LS_NONE )
{//FIXME: should we allow this? Are there some anims that you should never be able to chain into an attack?
//only curmove that might get in here is LS_NONE, LS_DRAW, LS_PUTAWAY and the LS_R_ returns... all of which are in Q_R
newmove = PM_AttackMoveForQuad( saberMoveData[curmove].endQuad );
}
*/
if ( newmove != LS_NONE )
{
//Now get the proper transition move
newmove = PM_SaberAnimTransitionAnim( curmove, newmove );
if ( PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse ) )
{
anim = saberMoveData[newmove].animToUse;
}
}
}
if (anim == -1)
{//not side-stepping, pick neutral anim
// Add randomness for prototype?
newmove = saberMoveData[curmove].chain_attack;
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
{
anim= saberMoveData[newmove].animToUse;
}
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove && pm->cmd.upmove >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//not moving at all, so set the anim on entire body
both = qtrue;
}
}
if ( anim == -1)
{
if( pm->ps->legsAnim == BOTH_WALK1 )
{
anim = BOTH_WALK1;
}
else if( pm->ps->legsAnim == BOTH_RUN2 )
{
anim = BOTH_RUN2;
}
else if( pm->ps->legsAnim == BOTH_WALK2 )
{
anim = BOTH_WALK2;
}
else
{
//FIXME: play both_stand2_random1 when you've been idle for a while
anim = BOTH_STAND2;
}
newmove = LS_READY;
}
if ( !pm->ps->saberActive )
{//turn on the saber if it's not on
pm->ps->saberActive = qtrue;
}
PM_SetSaberMove( newmove );
if ( both )
{
PM_SetAnim( pm,SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if ( pm->gent && pm->gent->client )
{
// pm->gent->client->saberTrail.inAction = qtrue;
// pm->gent->client->saberTrail.duration = 75; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
}
//don't fire again until anim is done
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
/*
//FIXME: this may be making it so sometimes you can't swing again right away...
if ( newmove == LS_READY )
{
pm->ps->weaponTime = 500;
}
*/
}
}
// *********************************************************
// WEAPON_FIRING
// *********************************************************
pm->ps->weaponstate = WEAPON_FIRING;
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
else
amount = weaponData[pm->ps->weapon].energyPerShot;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//FIXME: this is going to fire off one frame before you expect, actually
// Clear these out since we're not actually firing yet
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
return;
}
addTime = pm->ps->weaponTime;
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) {
PM_AddEvent( EV_ALT_FIRE );
if ( !addTime )
{
addTime = weaponData[pm->ps->weapon].altFireTime;
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{//Special test for Matrix Mode (tm)
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{//player always fires at normal speed
addTime *= g_timescale->value;
}
else if ( g_entities[pm->ps->clientNum].client && g_entities[pm->ps->clientNum].client->NPC_class == CLASS_TAVION && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{
addTime *= g_timescale->value;
}
}
}
}
}
}
else {
PM_AddEvent( EV_FIRE_WEAPON );
if ( !addTime )
{
addTime = weaponData[pm->ps->weapon].fireTime;
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{//Special test for Matrix Mode (tm)
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{//player always fires at normal speed
addTime *= g_timescale->value;
}
else if ( g_entities[pm->ps->clientNum].client && g_entities[pm->ps->clientNum].client->NPC_class == CLASS_TAVION && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{
addTime *= g_timescale->value;
}
}
}
}
}
}
//If the phaser has been fired, delay the next recharge time
if(pm->gent && pm->gent->NPC != NULL )
{//NPCs have their own refire logic
return;
}
pm->ps->weaponTime = addTime;
}
//---------------------------------------
static bool PM_DoChargedWeapons( void )
//---------------------------------------
{
qboolean charging = qfalse,
altFire = qfalse;
//FIXME: make jedi aware they're being aimed at with a charged-up weapon (strafe and be evasive?)
// If you want your weapon to be a charging weapon, just set this bit up
switch( pm->ps->weapon )
{
//------------------
case WP_BRYAR_PISTOL:
// alt-fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_DISRUPTOR:
// alt-fire charges the weapon...but due to zooming being controlled by the alt-button, the main button actually charges...but only when zoomed.
// lovely, eh?
if ( cg.zoomMode == 2 )
{
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
altFire = qtrue; // believe it or not, it really is an alt-fire in this case!
}
}
break;
//------------------
case WP_BOWCASTER:
// main-fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
}
break;
//------------------
case WP_DEMP2:
// alt-fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_ROCKET_LAUNCHER:
// Not really a charge weapon, but we still want to delay fire until the button comes up so that we can
// implement our alt-fire locking stuff
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_THERMAL:
// FIXME: Really should have a wind-up anim for player
// as he holds down the fire button to throw, then play
// the actual throw when he lets go...
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
altFire = qtrue; // override default of not being an alt-fire
charging = qtrue;
}
else if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
}
break;
} // end switch
// set up the appropriate weapon state based on the button that's down.
// Note that we ALWAYS return if charging is set ( meaning the buttons are still down )
if ( charging )
{
if ( altFire )
{
if ( pm->ps->weaponstate != WEAPON_CHARGING_ALT )
{
// charge isn't started, so do it now
pm->ps->weaponstate = WEAPON_CHARGING_ALT;
pm->ps->weaponChargeTime = level.time;
if ( cg_weapons[pm->ps->weapon].altChargeSound )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].altChargeSnd );
}
}
}
else
{
if ( pm->ps->weaponstate != WEAPON_CHARGING )
{
// charge isn't started, so do it now
pm->ps->weaponstate = WEAPON_CHARGING;
pm->ps->weaponChargeTime = level.time;
if ( cg_weapons[pm->ps->weapon].chargeSound && pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
}
}
}
return true; // short-circuit rest of weapon code
}
// Only charging weapons should be able to set these states...so....
// let's see which fire mode we need to set up now that the buttons are up
if ( pm->ps->weaponstate == WEAPON_CHARGING )
{
// weapon has a charge, so let us do an attack
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
pm->cmd.buttons |= BUTTON_ATTACK;
pm->ps->eFlags |= EF_FIRING;
}
else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT )
{
// weapon has a charge, so let us do an alt-attack
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING);
}
return false; // continue with the rest of the weapon code
}
#define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
#define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
#define DEMP2_CHARGE_UNIT 500.0f // ditto
#define DISRUPTOR_CHARGE_UNIT 50.0f // ditto
// Specific weapons can opt to modify the ammo usage based on charges, otherwise if no special case code
// is handled below, regular ammo usage will happen
//---------------------------------------
static int PM_DoChargingAmmoUsage( int *amount )
//---------------------------------------
{
int count = 0;
if ( pm->ps->weapon == WP_BOWCASTER && !( pm->cmd.buttons & BUTTON_ALT_ATTACK ))
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bowcaster alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
if ( !(count & 1 ))
{
// if we aren't odd, knock us down a level
count--;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * BOWCASTER_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
}
else if ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bryar alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / BRYAR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * BRYAR_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
}
else if ( pm->ps->weapon == WP_DEMP2 && pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the demp2 alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / DEMP2_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 3 )
{
count = 3;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * DEMP2_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
}
else if ( pm->ps->weapon == WP_DISRUPTOR && pm->cmd.buttons & BUTTON_ALT_ATTACK ) // BUTTON_ATTACK will have been mapped to BUTTON_ALT_ATTACK if we are zoomed
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the disruptor alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / DISRUPTOR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 30 )
{
count = 30;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * DISRUPTOR_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
}
return count;
}
qboolean PM_DroidMelee( int npc_class )
{
if ( npc_class == CLASS_PROBE
|| npc_class == CLASS_SEEKER
|| npc_class == CLASS_INTERROGATOR
|| npc_class == CLASS_SENTRY
|| npc_class == CLASS_REMOTE )
{
return qtrue;
}
return qfalse;
}
/*
==============
PM_Weapon
Generates weapon events and modifes the weapon counter
==============
*/
static void PM_Weapon( void )
{
int addTime, amount, trueCount = 1;
qboolean delayed_fire = qfalse;
if (pm->ps->weapon == WP_SABER && (!cg.zoomMode||pm->ps->clientNum) ) // WP_LIGHTSABER
{ // Separate logic for lightsaber, but not for player when zoomed
PM_WeaponLightsaber();
if ( pm->gent && pm->gent->client && pm->ps->saberActive && pm->ps->saberInFlight )
{//FIXME: put saberTrail in playerState
//turn on the saber trail
pm->gent->client->saberTrail.inAction = qtrue;
pm->gent->client->saberTrail.duration = 150;
}
return;
}
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
{//in knockdown
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
return;
}
if(pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0)
{//FIXME: this is going to fire off one frame before you expect, actually
pm->gent->client->fireDelay -= pml.msec;
if(pm->gent->client->fireDelay <= 0)
{//just finished delay timer
pm->gent->client->fireDelay = 0;
delayed_fire = qtrue;
}
}
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
{
if ( pm->gent && pm->gent->client )
{
// borg no longer exist, use NPC_class to check for any npc's that don't drop their weapons (if there are any)
// Sigh..borg shouldn't drop their weapon attachments when they die. Also, never drop a lightsaber!
// if ( pm->gent->client->playerTeam != TEAM_BORG)
{
pm->ps->weapon = WP_NONE;
}
}
if ( pm->gent )
{
pm->gent->s.loopSound = 0;
}
return;
}
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
}
// check for weapon change
// can't change if weapon is firing, but can change again if lowering or raising
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
if ( pm->ps->weaponTime > 0 )
{
return;
}
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( pm->ps->weapon == WP_NONE )
{
return;
}
if ( pm->ps->weaponstate == WEAPON_RAISING )
{
//Just selected the weapon
pm->ps->weaponstate = WEAPON_IDLE;
if(pm->gent && pm->gent->s.number == 0)
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
else
{
switch(pm->ps->weapon)
{
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
break;
default:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
break;
}
}
return;
}
if ( PM_DoChargedWeapons())
{
// In some cases the charged weapon code may want us to short circuit the rest of the firing code
return;
}
if(!delayed_fire)
{
// check for fire
if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
{
pm->ps->weaponTime = 0;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//Still firing
pm->ps->weaponstate = WEAPON_FIRING;
}
else if ( pm->ps->weaponstate != WEAPON_READY )
{
if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
{
pm->ps->weaponstate = WEAPON_IDLE;
}
}
return;
}
// start the animation even if out of ammo
switch(pm->ps->weapon)
{
/*
case WP_SABER://1 - handed
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
*/
case WP_BRYAR_PISTOL://1-handed
case WP_BLASTER_PISTOL://1-handed
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
case WP_MELEE:
// since there's no RACE_BOTS, I listed all the droids that have might have melee attacks - dmv
if ( pm->gent && pm->gent->client )
{
if ( PM_DroidMelee( pm->gent->client->NPC_class ) )
{
if ( rand() & 1 )
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
else
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
else
{
int anim;
if ( !pm->ps->clientNum )
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
anim = BOTH_MELEE2;
}
else
{
anim = BOTH_MELEE1;
}
}
else
{
anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
}
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
{
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
}
}
break;
case WP_BLASTER:
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
break;
case WP_DISRUPTOR:
if ( (pm->ps->clientNum && pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE)) ||
(!pm->ps->clientNum && cg.zoomMode == 2 ) )
{//NPC or player in alt-fire, sniper mode
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{//in primary fire mode
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
break;
case WP_BOT_LASER:
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
case WP_THERMAL:
if ( pm->ps->clientNum )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK10,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
break;
case WP_EMPLACED_GUN:
// Guess we don't play an attack animation? Maybe we should have a custom one??
break;
case WP_NONE:
// no anim
break;
case WP_REPEATER:
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{//
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
break;
default://2-handed heavy weapon
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
}
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
}
else
{
amount = weaponData[pm->ps->weapon].energyPerShot;
}
if ( (pm->ps->weaponstate == WEAPON_CHARGING) || (pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
{
// charging weapons may want to do their own ammo logic.
trueCount = PM_DoChargingAmmoUsage( &amount );
}
pm->ps->weaponstate = WEAPON_FIRING;
// take an ammo away if not infinite
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
// enough energy to fire this weapon?
if ((pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - amount) >= 0)
{
pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= amount;
}
else // Not enough energy
{
// Switch weapons
PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += 500;
return;
}
}
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//FIXME: this is going to fire off one frame before you expect, actually
// Clear these out since we're not actually firing yet
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
return;
}
if ( pm->ps->weapon == WP_MELEE )
{
PM_AddEvent( EV_FIRE_WEAPON );
addTime = pm->ps->torsoAnimTimer;
}
else if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
PM_AddEvent( EV_ALT_FIRE );
addTime = weaponData[pm->ps->weapon].altFireTime;
}
else
{
PM_AddEvent( EV_FIRE_WEAPON );
addTime = weaponData[pm->ps->weapon].fireTime;
switch( pm->ps->weapon)
{
case WP_REPEATER:
// repeater is supposed to do smoke after sustained bursts
pm->ps->weaponShotCount++;
break;
case WP_BOWCASTER:
addTime *= (( trueCount < 3 ) ? 0.35f : 1.0f );// if you only did a small charge shot with the bowcaster, use less time between shots
break;
}
}
if(pm->gent && pm->gent->NPC != NULL )
{//NPCs have their own refire logic
return;
}
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{//Special test for Matrix Mode (tm)
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{//player always fires at normal speed
addTime *= g_timescale->value;
}
else if ( g_entities[pm->ps->clientNum].client && g_entities[pm->ps->clientNum].client->NPC_class == CLASS_TAVION && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{
addTime *= g_timescale->value;
}
}
}
}
pm->ps->weaponTime += addTime;
}
/*
================
PM_Inventory
================
*/
static void PM_Inventory(void)
{
// check for item using
/*
if ( pm->cmd.buttons & BUTTON_USE_FORCEPOWER )
{
if ( ! ( pm->ps->pm_flags & BUTTON_USE_FORCEPOWER ) )
{
pm->ps->pm_flags |= BUTTON_USE_FORCEPOWER;
PM_AddEvent( EV_USE_FORCEPOWER);
return;
}
}
else
{
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
}
*/
}
extern void ForceThrow( gentity_t *self, qboolean pull );
extern void ForceHeal( gentity_t *self );
extern void ForceTelepathy( gentity_t *self );
void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd )
{
if ( !ent )
{
return;
}
if ( ucmd->buttons & BUTTON_USE_FORCE )
{
switch ( showPowers[cg.forcepowerSelect] )
{
case FP_HEAL:
ForceHeal( ent );
break;
case FP_LEVITATION:
ucmd->upmove = 127;
break;
case FP_SPEED:
ForceSpeed( ent );
break;
case FP_PUSH:
ForceThrow( ent, qfalse );
break;
case FP_PULL:
ForceThrow( ent, qtrue );
break;
case FP_TELEPATHY:
ForceTelepathy( ent );
break;
case FP_GRIP:
ucmd->buttons |= BUTTON_FORCEGRIP;
break;
case FP_LIGHTNING:
ucmd->buttons |= BUTTON_FORCE_LIGHTNING;
break;
}
}
}
/*
================
PM_ForcePower
================
*/
static void PM_ForcePower(void)
{
// check for item using
if ( pm->cmd.buttons & BUTTON_USE_FORCE )
{
if ( ! ( pm->ps->pm_flags & PMF_USE_FORCE ) )
{
pm->ps->pm_flags |= PMF_USE_FORCE;
PM_AddEvent( EV_USE_FORCE);
return;
}
}
else
{
pm->ps->pm_flags &= ~PMF_USE_FORCE;
}
}
/*
================
PM_DropTimers
================
*/
static void PM_DropTimers( void )
{
// drop misc timing counter
if ( pm->ps->pm_time )
{
if ( pml.msec >= pm->ps->pm_time )
{
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
}
else
{
pm->ps->pm_time -= pml.msec;
}
}
// drop legs animation counter
if ( pm->ps->legsAnimTimer > 0 )
{
int newTime = pm->ps->legsAnimTimer - pml.msec;
if ( newTime < 0 )
{
newTime = 0;
}
PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, newTime );
}
// drop torso animation counter
if ( pm->ps->torsoAnimTimer > 0 )
{
int newTime = pm->ps->torsoAnimTimer - pml.msec;
if ( newTime < 0 )
{
newTime = 0;
}
PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, newTime );
}
}
void PM_SetSpecialMoveValues (void )
{
Flying = 0;
if ( pm->gent )
{
if ( pm->gent->NPC )
{
if ( pm->gent->NPC->stats.moveType == MT_FLYSWIM )
{
Flying = FLY_NORMAL;
}
}
else if ( pm->ps->vehicleModel != 0 )
{
Flying = FLY_VEHICLE;
}
}
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{
pml.frametime *= (1.0f/g_timescale->value);
}
else if ( g_entities[pm->ps->clientNum].client && g_entities[pm->ps->clientNum].client->NPC_class == CLASS_TAVION && pm->ps->forcePowersActive&(1<<FP_SPEED) )
{
pml.frametime *= (1.0f/g_timescale->value);
}
}
}
}
}
extern float cg_zoomFov; //from cg_view.cpp
//-------------------------------------------
void PM_AdjustAttackStates( pmove_t *pm )
//-------------------------------------------
{
int amount;
// get ammo usage
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].altEnergyPerShot;
}
else
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].energyPerShot;
}
if ( pm->ps->weapon == WP_SABER && !cg.zoomMode )
{
//saber alt-attack does a normal swing, too
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
if ( pm->ps->saberInFlight )
{//saber not in hand, can't swing it
pm->cmd.buttons &= ~BUTTON_ATTACK;
}
}
// disruptor alt-fire should toggle the zoom mode, but only bother doing this for the player?
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && pm->gent->s.number == 0 )
{
// we are not alt-firing yet, but the alt-attack button was just pressed and
// we either are ducking ( in which case we don't care if they are moving )...or they are not ducking...and also not moving right/forward.
if ( !(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK)
&& ( pm->cmd.upmove < 0 || ( !pm->cmd.forwardmove && !pm->cmd.rightmove )))
{
// We just pressed the alt-fire key
if ( cg.zoomMode == 0 || cg.zoomMode == 3 )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
// not already zooming, so do it now
cg.zoomMode = 2;
cg.zoomLocked = qfalse;
cg_zoomFov = 80.0f;//cg.overrides.fov ? cg.overrides.fov : cg_fov.value;
}
else if ( cg.zoomMode == 2 )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomend.wav" );
// already zooming, so must be wanting to turn it off
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cg.zoomLocked = qfalse;
}
}
else if ( !(pm->cmd.buttons & BUTTON_ALT_ATTACK ))
{
// Not pressing zoom any more
if ( cg.zoomMode == 2 )
{
// were zooming in, so now lock the zoom
cg.zoomLocked = qtrue;
}
}
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
// If we are zoomed, we should switch the ammo usage to the alt-fire, otherwise, we'll
// just use whatever ammo was selected from above
if ( cg.zoomMode == 2 )
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] -
weaponData[pm->ps->weapon].altEnergyPerShot;
}
}
else
{
// alt-fire button pressing doesn't use any ammo
amount = 0;
}
}
// Check for binocular specific mode
if ( cg.zoomMode == 1 && pm->gent && pm->gent->s.number == 0 ) //
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK && pm->ps->batteryCharge )
{
// zooming out
cg.zoomLocked = qfalse;
cg.zoomDir = 1;
}
else if ( pm->cmd.buttons & BUTTON_ATTACK && pm->ps->batteryCharge )
{
// zooming in
cg.zoomLocked = qfalse;
cg.zoomDir = -1;
}
else
{
// if no buttons are down, we should be in a locked state
cg.zoomLocked = qtrue;
}
// kill buttons and associated firing flags so we can't fire
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
pm->cmd.buttons &= ~(BUTTON_ALT_ATTACK|BUTTON_ATTACK);
}
// set the firing flag for continuous beam weapons, phaser will fire even if out of ammo
if ( (( pm->cmd.buttons & BUTTON_ATTACK || pm->cmd.buttons & BUTTON_ALT_ATTACK ) && ( amount >= 0 || pm->ps->weapon == WP_SABER )) )
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
pm->ps->eFlags |= EF_ALT_FIRING;
if ( !pm->ps->clientNum && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
{//switch ATST barrels
pm->gent->alt_fire = qtrue;
}
}
else
{
pm->ps->eFlags &= ~EF_ALT_FIRING;
if ( !pm->ps->clientNum && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
{//switch ATST barrels
pm->gent->alt_fire = qfalse;
}
}
// This flag should always get set, even when alt-firing
pm->ps->eFlags |= EF_FIRING;
}
else
{
// int iFlags = pm->ps->eFlags;
// Clear 'em out
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
// if I don't check the flags before stopping FX then it switches them off too often, which tones down
// the stronger FFFX so you can hardly feel them. However, if you only do iton these flags then the
// repeat-fire weapons like tetrion and dreadnought don't switch off quick enough. So...
//
/* // Might need this for beam type weapons
if ( pm->ps->weapon == WP_DREADNOUGHT || (iFlags & (EF_FIRING|EF_ALT_FIRING) )
{
cgi_FF_StopAllFX();
}
*/
}
// disruptor should convert a main fire to an alt-fire if the gun is currently zoomed
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && pm->gent->s.number == 0 )
{
if ( pm->cmd.buttons & BUTTON_ATTACK && cg.zoomMode == 2 )
{
// converting the main fire to an alt-fire
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
pm->ps->eFlags |= EF_ALT_FIRING;
}
else
{
// don't let an alt-fire through
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
}
}
}
/*
================
Pmove
Can be called by either the server or the client
================
*/
void Pmove( pmove_t *pmove )
{
pm = pmove;
// this counter lets us debug movement problems with a journal by setting a conditional breakpoint fot the previous frame
c_pmove++;
// clear results
pm->numtouch = 0;
pm->watertype = 0;
pm->waterlevel = 0;
// Clear the blocked flag
//pm->ps->pm_flags &= ~PMF_BLOCKED;
//pm->ps->pm_flags &= ~PMF_BUMPED;
// In certain situations, we may want to control which attack buttons are pressed and what kind of functionality
// is attached to them
PM_AdjustAttackStates( pm );
// clear the respawned flag if attack and use are cleared
if ( pm->ps->stats[STAT_HEALTH] > 0 &&
!( pm->cmd.buttons & BUTTON_ATTACK ) )
{
pm->ps->pm_flags &= ~PMF_RESPAWNED;
}
// clear all pmove local vars
memset (&pml, 0, sizeof(pml));
// determine the time
pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
if ( pml.msec < 1 ) {
pml.msec = 1;
} else if ( pml.msec > 200 ) {
pml.msec = 200;
}
pm->ps->commandTime = pmove->cmd.serverTime;
// save old org in case we get stuck
VectorCopy (pm->ps->origin, pml.previous_origin);
// save old velocity for crashlanding
VectorCopy (pm->ps->velocity, pml.previous_velocity);
pml.frametime = pml.msec * 0.001;
PM_SetSpecialMoveValues();
// update the viewangles
PM_UpdateViewAngles( pm->ps, &pm->cmd, pm->gent);
AngleVectors ( pm->ps->viewangles, pml.forward, pml.right, pml.up );
if ( pm->cmd.upmove < 10 ) {
// not holding jump
pm->ps->pm_flags &= ~PMF_JUMP_HELD;
}
// decide if backpedaling animations should be used
if ( pm->cmd.forwardmove < 0 ) {
pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
}
if ( pm->ps->pm_type >= PM_DEAD ) {
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
if ( pm->ps->viewheight > -12 )
{//slowly sink view to ground
pm->ps->viewheight -= 1;
}
}
if ( pm->ps->pm_type == PM_SPECTATOR ) {
PM_CheckDuck ();
PM_FlyMove ();
PM_DropTimers ();
return;
}
if ( pm->ps->pm_type == PM_NOCLIP ) {
PM_NoclipMove ();
PM_DropTimers ();
return;
}
if (pm->ps->pm_type == PM_FREEZE) {
return; // no movement at all
}
if ( pm->ps->pm_type == PM_INTERMISSION ) {
return; // no movement at all
}
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
{//half grav
pm->ps->gravity *= 0.5;
}
// set watertype, and waterlevel
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
if ( !(pm->watertype & CONTENTS_LADDER) )
{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)
pml.previous_waterlevel = pmove->waterlevel;
}
// set mins, maxs, and viewheight
PM_SetBounds();
if ( !Flying && !(pm->watertype & CONTENTS_LADDER) && pm->ps->pm_type != PM_DEAD )
{//NOTE: noclippers shouldn't jump or duck either, no?
PM_CheckDuck();
}
// set groundentity
PM_GroundTrace();
if ( pm->ps->pm_type == PM_DEAD ) {
PM_DeadMove ();
}
PM_DropTimers();
if ( pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
{//in an emplaced gun
PM_NoclipMove();
}
else if ( Flying == FLY_NORMAL )//|| pm->ps->gravity <= 0 )
{
// flight powerup doesn't allow jump and has different friction
PM_FlyMove();
}
else if ( Flying == FLY_VEHICLE )
{
PM_FlyVehicleMove();
}
else if ( pm->ps->pm_flags & PMF_TIME_WATERJUMP )
{
PM_WaterJumpMove();
}
else if ( pm->waterlevel > 1 )
{
// swimming or in ladder
PM_WaterMove();
}
else if ( pml.walking )
{// walking on ground
vec3_t oldOrg;
VectorCopy( pm->ps->origin, oldOrg );
PM_WalkMove();
if ( VectorCompare( oldOrg, pm->ps->origin ) )
{//didn't move, play no legs anim
pm->cmd.forwardmove = pm->cmd.rightmove = 0;
}
}
else
{
if ( pm->ps->gravity <= 0 )
{
PM_FlyMove();
}
else
{
// airborne
PM_AirMove();
}
}
//PM_Animate();
// If we didn't move at all, then why bother doing this again -MW.
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
{
PM_GroundTrace();
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//on ground
pm->ps->forceJumpZStart = 0;
pm->ps->jumpZStart = 0;
pm->ps->pm_flags &= ~PMF_JUMPING;
pm->ps->pm_flags &= ~PMF_TRIGGER_PUSHED;
pm->ps->pm_flags &= ~PMF_SLOW_MO_FALL;
}
// If we didn't move at all, then why bother doing this again -MW.
// Note: ok, so long as we don't have water levels that change.
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
{
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
}
PM_Inventory();
PM_ForcePower();
// weapons
PM_Weapon();
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
pm->ps->pm_flags |= PMF_ATTACK_HELD;
}
else
{
pm->ps->pm_flags &= ~PMF_ATTACK_HELD;
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
pm->ps->pm_flags |= PMF_ALT_ATTACK_HELD;
}
else
{
pm->ps->pm_flags &= ~PMF_ALT_ATTACK_HELD;
}
if ( pm->gent )//&& pm->gent->s.number == 0 )//player only?
{
// Use
PM_Use();
}
// TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
{
PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
else // TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
{
// footstep events / legs animations
PM_Footsteps();
}
// torso animation
PM_TorsoAnimation();
// entering / leaving water splashes
PM_WaterEvents();
// snap some parts of playerstate to save network bandwidth
SnapVector( pm->ps->velocity );
if ( !pm->cmd.rightmove && !pm->cmd.forwardmove && pm->cmd.upmove <= 0 )
{
if ( VectorCompare( pm->ps->velocity, vec3_origin ) )
{
pm->ps->lastStationary = level.time;
}
}
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
{//half grav
pm->ps->gravity *= 2;
}
}