ef2gamesource/dlls/game/bg_pmove.c
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

2674 lines
56 KiB
C

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/bg_pmove.c $
// $Revision:: 62 $
// $Date:: 10/13/03 9:42a $
//
// Copyright (C) 1999 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
//
#include "q_shared.h"
#include "bg_public.h"
// all of the locals will be zeroed before each
// pmove, just to make sure we don't have
// any differences when running on client or server
typedef struct {
vec3_t forward, left, up;
vec3_t flat_forward, flat_left, flat_up;
//float forward_speed, side_speed;
float frametime;
int msec;
qboolean walking;
qboolean groundPlane;
trace_t groundTrace;
float impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
} pml_t;
pmove_t *pm;
pml_t pml;
qboolean slopeSlideFlag = qfalse;
// movement parameters
const float pm_swimScale = 0.50f;
const float pm_wadeScale = 0.70f;
const float pm_slipperyfriction = 0.25f;
const float pm_leaninspeed = 75.0f;
const float pm_leanoutspeed = 150.0f;
const float pm_leanmaxdelta = 35.0f;
int c_pmove = 0;
void PM_CrashLand( void );
qboolean PM_ShouldCrashLand( void );
/*
===============
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
==================
*/
void PM_ClipVelocity
(
const vec3_t in,
const vec3_t normal,
vec3_t out,
float overbounce
)
{
float backoff;
float change;
int i;
backoff = DotProduct( in, normal );
if ( backoff < 0.0f )
{
backoff *= overbounce;
}
else
{
backoff /= overbounce;
}
for( i = 0; i < 3; i++ )
{
change = normal[ i ] * backoff;
out[ i ] = in[ i ] - change;
}
}
/*
==================
PM_SlideMove
Returns qtrue if the velocity was clipped in some way
==================
*/
#define MAX_CLIP_PLANES 5
qboolean PM_SlideMove( qboolean gravity ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
int gravtmp;
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
if ( gravity ) {
if ( pm->ps->pm_flags & PMF_FLIGHT )
gravtmp = 0;
else
gravtmp = pm->ps->gravity;
VectorCopy( pm->ps->velocity, endVelocity );
endVelocity[2] -= gravtmp * pml.frametime;
pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5f;
primal_velocity[2] = endVelocity[2];
if ( pml.groundPlane ) {
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
}
time_left = pml.frametime;
// never turn against the ground plane
if ( pml.groundPlane ) {
numplanes = 1;
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
} else {
numplanes = 0;
}
// never turn against original velocity
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
numplanes++;
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
// calculate position we are trying to move to
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
// add exact pull from gravity
// if ( gravity && !(pm->ps->pm_flags & PMF_FLIGHT) ) {
// pm->ps->origin[2] += 0.5 * time_left * time_left;
// }
// see if we can make it there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask, qtrue );
if ( trace.startsolid && trace.entityNum != ENTITYNUM_WORLD )
{
// stuck in an entity, so try to pretend it's not there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, trace.entityNum, pm->tracemask, qtrue );
}
if (trace.allsolid) {
// entity is completely trapped in another solid
pm->ps->velocity[2] = 0.0f; // don't build up falling damage, but allow sideways acceleration
return qtrue;
}
if ( pm->trypush && pm->trypush( trace.entityNum, pm->ps->origin, end ) )
continue;
if (trace.fraction > 0.0f) {
// actually covered some distance
VectorCopy (trace.endpos, pm->ps->origin);
}
if (trace.fraction == 1.0f) {
break; // moved the entire distance
}
/*if ( ( trace.plane.normal[ 2 ] < MIN_WALK_NORMAL ) && ( trace.plane.normal[ 2 ] > 0 ) )
{
// treat steep walls as vertical
trace.plane.normal[ 2 ] = 0;
VectorNormalize( trace.plane.normal );
}*/
// save entity for contact
PM_AddTouchEnt( trace.entityNum );
time_left -= time_left * trace.fraction;
if (numplanes >= MAX_CLIP_PLANES) {
// this shouldn't really happen
VectorClear( pm->ps->velocity );
return qtrue;
}
//
// if this is the same plane we hit before, nudge velocity
// out along it, which fixes some epsilon issues with
// non-axial planes
//
for ( i = 0 ; i < numplanes ; i++ ) {
if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99f ) {
VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity );
break;
}
}
if ( i < numplanes ) {
continue;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i++ ) {
into = DotProduct( pm->ps->velocity, planes[i] );
if ( into >= 0.1f ) {
continue; // move doesn't interact with the plane
}
// see how hard we are hitting things
if ( -into > pml.impactSpeed ) {
pml.impactSpeed = -into;
}
// slide along the plane
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
// slide along the plane
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
// see if there is a second plane that the new move enters
for ( j = 0 ; j < numplanes ; j++ ) {
if ( j == i ) {
continue;
}
if ( DotProduct( clipVelocity, planes[j] ) >= 0.1f ) {
continue; // move doesn't interact with the plane
}
// try clipping the move to the plane
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
// see if it goes back into the first clip plane
if ( DotProduct( clipVelocity, planes[i] ) >= 0.0f ) {
continue;
}
// slide the original velocity along the crease
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, pm->ps->velocity );
VectorScale( dir, d, clipVelocity );
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, endVelocity );
VectorScale( dir, d, endClipVelocity );
// see if there is a third plane the the new move enters
for ( k = 0 ; k < numplanes ; k++ ) {
if ( k == i || k == j ) {
continue;
}
if ( DotProduct( clipVelocity, planes[k] ) >= 0.1f ) {
continue; // move doesn't interact with the plane
}
// stop dead at a triple plane interaction
VectorClear( pm->ps->velocity );
return qtrue;
}
}
// if we have fixed all interactions, try another move
VectorCopy( clipVelocity, pm->ps->velocity );
VectorCopy( endClipVelocity, endVelocity );
break;
}
}
if ( gravity ) {
VectorCopy( endVelocity, pm->ps->velocity );
}
// don't change velocity if in a timer (FIXME: is this correct?)
if ( pm->ps->pm_time ) {
VectorCopy( primal_velocity, pm->ps->velocity );
}
return ( bumpcount != 0 );
}
/*
void PM_StepSlideMove( qboolean gravity ) {
vec3_t start_o, start_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
vec3_t up, down;
vec3_t down_o, down_v;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravity ) == 0 ) {
return; // we got exactly where we wanted to go first try
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
VectorCopy (start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
pm->trace (&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue);
if ( trace.allsolid ) {
if ( pm->debugLevel ) {
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
// try slidemove from this position
VectorCopy (up, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
PM_SlideMove( gravity );
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= STEPSIZE;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue );
if ( !trace.allsolid )
{
if ( ( trace.fraction < 1.0 ) && trace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
{
slopeSlideFlag = qtrue;
//VectorCopy (start_o, pm->ps->origin);
//return;
} else
slopeSlideFlag = qfalse;
}
VectorCopy (trace.endpos, pm->ps->origin);
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
// use the step move
pm->stepped = qtrue;
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}*/
float PM_TryStepSlideMove( qboolean gravity, float stepSize )
{
trace_t trace;
vec3_t up, down;
vec3_t diff;
float distance;
VectorCopy( pm->ps->origin, up );
up[2] += stepSize;
// test the player position if they were a stepheight higher
pm->trace( &trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue );
if ( trace.allsolid )
{
if ( pm->debugLevel )
{
Com_WPrintf("%i:bend can't step\n", c_pmove);
}
return 0.0f; // can't step up
}
// try slidemove from this position
VectorCopy( up, pm->ps->origin );
//VectorCopy( start_v, pm->ps->velocity );
PM_SlideMove( gravity );
VectorSubtract( pm->ps->origin, up, diff );
distance = VectorLength( diff );
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= stepSize;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue );
if ( !trace.allsolid )
{
VectorCopy (trace.endpos, pm->ps->origin);
}
if ( trace.fraction < 1.0f )
{
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
return distance;
}
void PM_StepSlideMove( qboolean gravity )
{
vec3_t start_o, start_v;
float try1Distance, try2Distance, simpleTryDistance;
vec3_t try1_o, try1_v;
vec3_t simpleTry1_o, simpleTry1_v;
vec3_t simpleDiff;
// Save off the starting info
VectorCopy( pm->ps->origin, start_o );
VectorCopy( pm->ps->velocity, start_v );
// Try the movement directly forward first
if ( PM_SlideMove( gravity ) == 0 )
{
return; // we got exactly where we wanted to go first try
}
// Save off attempt
VectorCopy( pm->ps->origin, simpleTry1_o );
VectorCopy( pm->ps->velocity, simpleTry1_v );
VectorSubtract( simpleTry1_o, start_o, simpleDiff );
simpleTryDistance = VectorLength( simpleDiff );
// Reset everything that could have changed so far
VectorCopy( start_o, pm->ps->origin );
VectorCopy( start_v, pm->ps->velocity );
// Try movement when stepping up a full stepsize
try1Distance = PM_TryStepSlideMove( gravity, STEPSIZE );
// Save off attempt
VectorCopy( pm->ps->origin, try1_o );
VectorCopy( pm->ps->velocity, try1_v );
// Reset everything that could have changed so far
VectorCopy( start_o, pm->ps->origin );
VectorCopy( start_v, pm->ps->velocity );
// Try movement when stepping up half the stepsize
try2Distance = PM_TryStepSlideMove( gravity, STEPSIZE / 2.0f );
// Pick the move that went the furthest forward
if ( try1Distance > try2Distance )
{
VectorCopy( try1_o, pm->ps->origin );
VectorCopy( try1_v, pm->ps->velocity );
}
if ( ( try1Distance < 0.001f ) && ( try2Distance < 0.001f ) && ( simpleTryDistance > 0.0f ) )
{
VectorCopy( simpleTry1_o, pm->ps->origin );
VectorCopy( simpleTry1_v, pm->ps->velocity );
}
pm->stepped = qtrue; // allow client to smooth out the step
if ( pm->debugLevel )
{
Com_Printf("%i:stepped\n", c_pmove);
}
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
void PM_Friction
(
void
)
{
vec3_t vec;
float *vel;
float speed;
float newspeed;
float control;
float drop;
vel = pm->ps->velocity;
VectorCopy( vel, vec );
if ( pml.walking )
{
// ignore slope movement
vec[ 2 ] = 0.0f;
}
speed = VectorLength( vec );
if ( speed < 1.0f )
{
// allow sinking underwater
vel[ 0 ] = 0;
vel[ 1 ] = 0;
return;
}
drop = 0;
// apply ground friction
if ( pml.walking )
{
// if getting knocked back, no friction
if ( !( pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) )
{
control = ( speed < (float)pm->ps->pm_stopspeed ) ? (float)pm->ps->pm_stopspeed : speed;
if ( pml.groundTrace.surfaceFlags & SURF_SLICK )
{
drop += control * pm_slipperyfriction * pml.frametime;
}
else
{
drop += control * (float)pm->ps->pm_friction * pml.frametime;
}
}
}
// apply water friction
if ( pm->waterlevel )
{
if ( pm->watertype & CONTENTS_SLIME )
{
drop += speed * (float)pm->ps->pm_waterfriction * 5.0f * pm->waterlevel * pml.frametime;
//drop += speed * pm->ps->pm_waterfriction * 2 * pml.frametime;
}
else
{
drop += speed * (float)pm->ps->pm_waterfriction * (float)pm->waterlevel * pml.frametime;
}
}
// scale the velocity
newspeed = speed - drop;
if ( newspeed < 0.0f )
{
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
==============
*/
void PM_Accelerate
(
const vec3_t wishdir,
float wishspeed,
float accel
)
{
int i;
float addspeed;
float accelspeed;
float currentspeed;
currentspeed = DotProduct( pm->ps->velocity, wishdir );
addspeed = wishspeed - currentspeed;
if ( addspeed <= 0.0f )
{
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.
============
*/
float PM_CmdScale
(
const 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;
}
if ( ( pm->ps->pm_flags & PMF_DUCKED ) && ( cmd->upmove >= 0 ) )
{
// This means we are being forced to duck (take into account this forced down movement)
total = sqrt( ( cmd->forwardmove * cmd->forwardmove ) + ( cmd->rightmove * cmd->rightmove ) + ( -127 * -127 ) );
}
else
{
// This is the normal case
total = sqrt( ( cmd->forwardmove * cmd->forwardmove ) + ( cmd->rightmove * cmd->rightmove ) + ( cmd->upmove * cmd->upmove ) );
}
scale = (float)pm->ps->speed * (float)max / ( 127.0f * total );
return scale;
}
/*
=============
PM_CheckJump
=============
*/
qboolean PM_CheckJump( void ) {
//If we are ducked, then we can't jump
//PMF_DUCKED means the player is either
//pressing duck, or the player is ducked in
//an area where they cannot stand up.
if(pm->ps->pm_flags & PMF_DUCKED)
return qfalse;
/* jhefty/jwaters -- another strafe-jump fix
if (pm->ps->commandTime < pm->ps->pm_landtime)
return qfalse;
*/
/* if ( pm->ps->pm_flags & PMF_TIME_LAND ) {
// hasn't been long enough since landing to jump again
return qfalse;
} */
if ( pm->cmd.upmove < 10 ) {
// not holding jump
return qfalse;
}
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
return qfalse;
}
pml.groundPlane = qfalse; // jumping away
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->velocity[2] = pm->ps->jumpvelocity;
return qtrue;
}
/*
=============
PM_CheckWaterJump
=============
*/
qboolean PM_CheckWaterJump
(
void
)
{
vec3_t spot;
int cont;
if ( pm->ps->pm_time )
{
return qfalse;
}
// check for water jump
if ( ( pm->waterlevel < 2 ) )
{
return qfalse;
}
// if we are below the surface and not in slime, return
if ( !( pm->watertype & CONTENTS_SLIME ) && ( pm->waterlevel == 3 ) )
{
return qfalse;
}
VectorMA( pm->ps->origin, 80.0f, pml.flat_forward, spot );
spot[ 2 ] += pm->ps->viewheight - 16.0f;
cont = pm->pointcontents( spot, pm->ps->clientNum );
if ( !( cont & pm->tracemask ) )
{
return qfalse;
}
spot[ 2 ] += 48.0f;
cont = pm->pointcontents( spot, pm->ps->clientNum );
if ( cont )
{
return qfalse;
}
// jump out of water
VectorScale( pml.flat_forward, 150, pm->ps->velocity );
pm->ps->velocity[ 2 ] = 600;
pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
pm->ps->pm_time = 2000;
return qtrue;
}
//============================================================================
/*
===================
PM_WaterJumpMove
Flying out of the water
===================
*/
void PM_WaterJumpMove
(
void
)
{
// waterjump has no control, but falls
PM_StepSlideMove( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) );
pm->ps->velocity[ 2 ] -= (float)pm->ps->gravity * pml.frametime;
if ( pm->ps->velocity[ 2 ] < 0.0f )
{
// cancel as soon as we are falling down again
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
}
}
#define SLIME_SINK_SPEED -10.0f
/*
===================
PM_WaterMove
===================
*/
void PM_WaterMove
(
void
)
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
if ( PM_CheckWaterJump() )
{
PM_WaterJumpMove();
return;
}
//
// clamp our speed if we are in slime
//
if ( pm->watertype & CONTENTS_SLIME )
{
if ( pm->ps->velocity[ 2 ] < SLIME_SINK_SPEED )
{
pm->ps->velocity[ 2 ] = SLIME_SINK_SPEED;
}
}
PM_Friction();
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale )
{
wishvel[ 0 ] = 0;
wishvel[ 1 ] = 0;
if ( pm->watertype & CONTENTS_SLIME )
{
wishvel[ 2 ] = SLIME_SINK_SPEED; // sink towards bottom
}
else
{
wishvel[ 2 ] = -60; // sink towards bottom
}
}
else
{
for( i = 0; i < 3; i++ )
{
wishvel[ i ] = ( scale * pml.flat_forward[ i ] * pm->cmd.forwardmove ) - ( scale * pml.flat_left[ i ] * pm->cmd.rightmove );
}
wishvel[ 2 ] += scale * pm->cmd.upmove;
}
if ( ( pm->watertype & CONTENTS_SLIME ) && ( pm->waterlevel > 2 ) && ( wishvel[ 2 ] < 0.0f ) )
{
wishvel[ 2 ] = 0;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
if ( wishspeed > ( pm->ps->speed * pm_swimScale ) )
{
wishspeed = pm->ps->speed * pm_swimScale;
}
PM_Accelerate( wishdir, wishspeed, pm->ps->pm_wateraccelerate );
PM_SlideMove( qfalse );
}
/*
===================
PM_StuckJumpMove
Flying out of someplace we were stuck
===================
*/
void PM_StuckJumpMove
(
void
)
{
// stuckjump has no control, but falls
PM_StepSlideMove( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) );
pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime;
if ( pm->ps->velocity[ 2 ] < -48.0f )
{
// cancel as soon as we are falling at decent clip again
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
}
}
/*
===================
PM_FlyMove
Only with the flight powerup
===================
*/
void PM_FlyMove( void ) {
float speed;
float drop;
float friction;
float control;
float newspeed;
int i;
vec3_t wishvel;
float fmove;
float smove;
vec3_t wishdir;
float wishspeed;
float scale;
// friction
speed = VectorLength( pm->ps->velocity );
if ( speed < 1.0f )
{
VectorCopy( vec3_origin, pm->ps->velocity );
}
else
{
drop = 0;
// extra friction
friction = pm->ps->pm_friction * 1.5f;
control = speed < pm->ps->pm_stopspeed ? pm->ps->pm_stopspeed : speed;
drop += control * friction * pml.frametime;
// scale the velocity
newspeed = speed - drop;
if ( newspeed < 0.0f )
{
newspeed = 0;
}
newspeed /= speed;
VectorScale( pm->ps->velocity, newspeed, pm->ps->velocity );
}
// accelerate
scale = PM_CmdScale( &pm->cmd );
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
pm->ps->pm_runtime = 0;
for( i = 0; i < 3; i++ )
{
wishvel[ i ] = ( pml.flat_forward[ i ] * fmove ) - ( pml.flat_left[ i ] * smove );
}
wishvel[ 2 ] += pm->cmd.upmove;
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
PM_Accelerate( wishdir, wishspeed, pm->ps->pm_accelerate );
// move
PM_StepSlideMove( qtrue );
//VectorMA( pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin );
}
/*
=============
PM_CheckStuckJump
=============
*/
//#define MAX_XY_VELOCITY 50
qboolean PM_CheckStuckJump
(
void
)
{
vec3_t diff;
if ( pm->ps->pm_time )
{
return qfalse;
}
if ( pm->waterlevel > 1 )
{
return qfalse;
}
VectorSubtract( pm->ps->origin, pml.previous_origin, diff );
if ( VectorLength( diff ) )
{
return qfalse;
}
if ( VectorLength( pm->ps->velocity ) < 100.0f )
{
return qfalse;
}
// we have been falling, we haven't moved and our velocity is getting dangerously high
// let's give ourselves a boost straight up and opposite our current velocity
/* pm->ps->velocity[ 0 ] = -pm->ps->velocity[ 0 ];
if ( pm->ps->velocity[ 0 ] > MAX_XY_VELOCITY )
pm->ps->velocity[ 0 ] = MAX_XY_VELOCITY;
else if ( pm->ps->velocity[ 0 ] < -MAX_XY_VELOCITY )
pm->ps->velocity[ 0 ] = -MAX_XY_VELOCITY;
pm->ps->velocity[ 1 ] = -pm->ps->velocity[ 1 ];
if ( pm->ps->velocity[ 1 ] > MAX_XY_VELOCITY )
pm->ps->velocity[ 1 ] = MAX_XY_VELOCITY;
else if ( pm->ps->velocity[ 1 ] < -MAX_XY_VELOCITY )
pm->ps->velocity[ 1 ] = -MAX_XY_VELOCITY;
pm->ps->velocity[ 2 ] = 500;
pm->ps->pm_flags |= PMF_TIME_STUCKJUMP;
pm->ps->pm_time = 2000;*/
return qtrue;
}
/*
=============
PM_CheckTerminalVelocity
=============
*/
#define TERMINAL_VELOCITY 1200.0f
void PM_CheckTerminalVelocity
(
void
)
{
float oldspeed;
float speed;
//
// how fast were we falling
//
oldspeed = -pml.previous_velocity[ 2 ];
//
// how fast are we falling
//
speed = -pm->ps->velocity[ 2 ];
if ( speed <= 0.0f )
{
return;
}
if ( ( oldspeed <= TERMINAL_VELOCITY ) && ( speed > TERMINAL_VELOCITY ) )
{
pm->pmoveEvent = EV_TERMINAL_VELOCITY;
}
}
/*
===================
PM_AirMove
===================
*/
void PM_AirMove
(
void
)
{
vec3_t wishvel;
float fmove;
float smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
vec3_t original_start;
vec3_t original_end;
float old_speed;
vec3_t original_diff;
float original_dist;
vec3_t new_diff;
float new_dist;
float new_speed;
float max_new_speed;
// Save some information about original state of things
VectorCopy( pm->ps->origin, original_start );
VectorMA( pm->ps->origin, pml.frametime, pm->ps->velocity, original_end );
old_speed = VectorLength( pm->ps->velocity );
//PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
pm->ps->pm_runtime = 0;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
wishvel[ 0 ] = ( pml.flat_forward[ 0 ] * fmove ) - ( pml.flat_left[ 0 ] * smove );
wishvel[ 1 ] = ( pml.flat_forward[ 1 ] * fmove ) - ( pml.flat_left[ 1 ] * smove );
wishvel[ 2 ] = 0.0f;
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
// not on ground, so little effect on velocity
PM_Accelerate( wishdir, wishspeed, pm->ps->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 ( !pml.walking && pml.groundPlane )
{
vec3_t vel;
VectorCopy( pm->ps->velocity, vel );
vel[ 2 ] -= pm->ps->gravity * pml.frametime;
pm->ps->velocity[ 2 ] = ( pm->ps->velocity[ 2 ] + vel[ 2 ] ) * 0.5f;
PM_SlideMove( qfalse );
VectorCopy( vel, pm->ps->velocity );
}
else
{
PM_SlideMove( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) );
}
if ( PM_CheckStuckJump() )
{
PM_StuckJumpMove();
}
// Get the distance we tried to move
VectorSubtract( original_start, original_end, original_diff );
original_dist = VectorLength( original_diff );
// Get the distance we actually moved
VectorSubtract( original_start, pm->ps->origin, new_diff );
new_dist = VectorLength( new_diff );
if ( ( new_dist < original_dist ) && ( new_dist > 0 ) )
{
// Modify our velocity based on how far we got to move
max_new_speed = old_speed * ( new_dist / original_dist );
new_speed = VectorLength( pm->ps->velocity );
if ( new_speed > max_new_speed )
{
VectorNormalize( pm->ps->velocity );
VectorScale( pm->ps->velocity, max_new_speed, pm->ps->velocity );
}
}
PM_CheckTerminalVelocity();
}
void AddPlane
(
const vec3_t norm,
vec3_t planes[ MAX_CLIP_PLANES ],
int *numplanes
)
{
int i;
if ( *numplanes >= MAX_CLIP_PLANES )
{
return;
}
for( i = 0; i < *numplanes; i++ )
{
if ( VectorCompare( planes[ i ], norm ) )
{
// don't add the plane twice
return;
}
}
VectorCopy( norm, planes[ *numplanes ] );
( *numplanes )++;
}
void PM_StepMove
(
void
)
{
trace_t trace;
vec3_t up;
vec3_t down;
vec3_t oldvelocity;
vec3_t oldorigin;
vec3_t velocity1;
vec3_t origin1;
VectorCopy( pm->ps->velocity, oldvelocity );
VectorCopy( pm->ps->origin, oldorigin );
if ( PM_SlideMove( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) ) )
{
VectorCopy( pm->ps->velocity, velocity1 );
VectorCopy( pm->ps->origin, origin1 );
VectorCopy( oldvelocity, pm->ps->velocity );
VectorCopy( oldorigin, up );
up[ 2 ] += STEPSIZE;
//pm->trace( &trace, oldorigin, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue );
pm->trace( &trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue );
VectorCopy( trace.endpos, pm->ps->origin );
PM_SlideMove( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) );
VectorCopy( pm->ps->origin, down );
down[ 2 ] = oldorigin[ 2 ];
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue );
if ( trace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
{
// use the first move
VectorCopy( velocity1, pm->ps->velocity );
VectorCopy( origin1, pm->ps->origin );
}
else
{
VectorCopy( trace.endpos, pm->ps->origin );
pm->stepped = qtrue;
}
}
}
/*
===================
PM_WalkMove
===================
*/
void PM_WalkMove
(
void
)
{
int i;
vec3_t wishvel;
float fmove;
float smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float accelerate;
float waterScale;
if ( ( pm->waterlevel > 2 ) && ( DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0.0f ) )
{
// begin swimming
PM_WaterMove();
return;
}
if ( pm->ps->instantJump )
if ( PM_CheckJump () ) {
// jumped away
pm->ps->jumped = qtrue;
pm->ps->pm_time = 150;
pm->ps->pm_flags |= PMF_TIME_JUMP_START;
if ( pm->waterlevel > 1 ) {
PM_WaterMove();
} else {
PM_AirMove();
}
return;
}
PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
if ( ( pm->cmd.buttons & BUTTON_RUN ) && fmove && !smove )
{
pm->ps->pm_runtime += pml.msec;
}
else
{
pm->ps->pm_runtime = 0;
}
//
// only run faster if we have exceeded our running time
//
/* if ( ( pm->ps->stats[STAT_WATER_LEVEL] >= MINIMUM_WATER_FOR_TURBO ) && ( pm->ps->pm_runtime > WATER_TURBO_TIME ) )
{
scale *= WATER_TURBO_SPEED;
}*/
// project the forward and right directions onto the ground plane
PM_ClipVelocity (pml.flat_forward, pml.groundTrace.plane.normal, pml.flat_forward, OVERCLIP );
PM_ClipVelocity (pml.flat_left, pml.groundTrace.plane.normal, pml.flat_left, OVERCLIP );
VectorNormalize (pml.flat_forward);
VectorNormalize (pml.flat_left);
for( i = 0 ; i < 3 ; i++ )
{
wishvel[ i ] = pml.flat_forward[ i ] * fmove - pml.flat_left[ i ] * smove;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
// clamp the speed lower if wading or walking on the bottom
if ( pm->waterlevel )
{
waterScale = pm->waterlevel / 3.0f;
waterScale = 1.0f - ( 1.0f - pm_swimScale ) * waterScale;
if ( wishspeed > ( pm->ps->speed * waterScale ) )
{
wishspeed = pm->ps->speed * waterScale;
}
}
// when a player gets hit, they temporarily lose
// full control, which allows them to be moved a bit
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || ( pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) )
{
accelerate = pm->ps->pm_airaccelerate;
}
else
{
accelerate = pm->ps->pm_accelerate;
}
PM_Accelerate( wishdir, wishspeed, accelerate );
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || ( pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) )
{
pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime;
}
// don't do anything if standing still
if ( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] && !pm->ps->velocity[ 2 ] )
return;
PM_StepSlideMove ( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) );
}
/*
==============
PM_DeadMove
==============
*/
void PM_DeadMove
(
void
)
{
float forward;
if ( !pml.walking )
{
return;
}
// extra friction
forward = VectorLength( pm->ps->velocity );
forward -= 20.0f;
if ( forward <= 0.0f )
{
VectorClear( pm->ps->velocity );
}
else
{
VectorNormalize( pm->ps->velocity );
VectorScale( pm->ps->velocity, forward, pm->ps->velocity );
}
}
/*
===============
PM_NoclipMove
===============
*/
void PM_VehicleMove
(
void
)
{
vec3_t wishvel;
//float fmove;
//float smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float accelerate;
//fmove = pm->cmd.forwardmove;
//smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
pm->ps->pm_runtime = 0;
wishvel[0] = pm->ps->velocity[0];
wishvel[1] = pm->ps->velocity[1];
wishvel[2] = pm->ps->velocity[2];
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
accelerate = pm->ps->pm_accelerate;
PM_Accelerate( wishdir, wishspeed, accelerate );
// don't do anything if standing still
if ( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] )
return;
//PM_StepSlideMove ( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) );
}
/*
===============
PM_NoclipMove
===============
*/
void PM_NoclipMove
(
void
)
{
float speed;
float drop;
float friction;
float control;
float newspeed;
int i;
vec3_t wishvel;
float fmove;
float smove;
vec3_t wishdir;
float wishspeed;
float scale;
pm->ps->viewheight = pm->ps->pm_defaultviewheight;
// friction
speed = VectorLength( pm->ps->velocity );
if ( speed < 1.0f )
{
VectorCopy( vec3_origin, pm->ps->velocity );
}
else
{
drop = 0;
// extra friction
friction = pm->ps->pm_friction * 1.5f;
control = speed < pm->ps->pm_stopspeed ? pm->ps->pm_stopspeed : speed;
drop += control * friction * pml.frametime;
// scale the velocity
newspeed = speed - drop;
if ( newspeed < 0.0f )
{
newspeed = 0;
}
newspeed /= speed;
VectorScale( pm->ps->velocity, newspeed, pm->ps->velocity );
}
// accelerate
// allow the player to move twice as fast in noclip
scale = PM_CmdScale( &pm->cmd ) * 2.0f;
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
pm->ps->pm_runtime = 0;
for( i = 0; i < 3; i++ )
{
wishvel[ i ] = ( pml.flat_forward[ i ] * fmove ) - ( pml.flat_left[ i ] * smove );
}
wishvel[ 2 ] += pm->cmd.upmove;
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
PM_Accelerate( wishdir, wishspeed, pm->ps->pm_accelerate );
// move
VectorMA( pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin );
}
//============================================================================
/*
=============
PM_CorrectAllSolid
=============
*/
void PM_CorrectAllSolid
(
void
)
{
if ( pm->debugLevel )
{
Com_Printf( "%i:allsolid\n", c_pmove );
}
// FIXME: jitter around
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
/*
=============
PM_GroundTrace
=============
*/
void PM_GroundTrace
(
qboolean onlyTrace
)
{
vec3_t point;
vec3_t tmporg;
trace_t trace;
point[ 0 ] = pm->ps->origin[ 0 ];
point[ 1 ] = pm->ps->origin[ 1 ];
point[ 2 ] = pm->ps->origin[ 2 ] - 9.0f; // long trace to avoid potential terrain hitches
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue );
if (!(trace.surfaceFlags & SURF_TERRAIN )) // if we're not on terrain, go back to 0.25f trace distance
{
point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue );
}
pml.groundTrace = trace;
pm->ps->groundTrace = trace;
// do something corrective if the trace starts in a solid...
if ( trace.allsolid )
{
// We're gonna start with our origin a tad higher and see if it works
tmporg[ 0 ] = pm->ps->origin[ 0 ];
tmporg[ 1 ] = pm->ps->origin[ 1 ];
tmporg[ 2 ] = pm->ps->origin[ 2 ] + 2.0f;
// Trace down to the same point
pm->trace( &trace, tmporg, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue );
pml.groundTrace = trace;
pm->ps->groundTrace = trace;
// It's hopeless if we start all solid again
if ( trace.allsolid )
{
PM_CorrectAllSolid();
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
return;
}
}
// if the trace didn't hit anything, we are in free fall
if ( trace.fraction == 1.0f )
{
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
if ( pm->debugLevel )
{
Com_Printf( "%i:lift\n", c_pmove );
}
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
return;
}
// slopes that are too steep will not be considered onground
// check slopeSlideFlag to avoid the "falling" bug
if ( trace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
{
vec3_t oldvel;
float d;
if ( pm->debugLevel )
{
Com_Printf( "%i:steep\n", c_pmove );
}
// if they can't slide down the slope, let them
// walk (sharp crevices)
VectorCopy( pm->ps->velocity, oldvel );
VectorSet( pm->ps->velocity, 0.0f, 0.0f, -1.0f / pml.frametime );
PM_SlideMove( qfalse );
d = VectorLength( pm->ps->velocity );
VectorCopy( oldvel, pm->ps->velocity );
if ( d > ( 0.1f / pml.frametime ) )
{
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qtrue;
pml.walking = qfalse;
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
return;
}
}
// check if getting thrown off the ground
if ( ( pm->ps->velocity[ 2 ] > 0.0f ) && ( DotProduct( pm->ps->velocity, trace.plane.normal ) > 10.0f ) )
{
if ( pm->debugLevel )
{
Com_Printf( "%i:kickoff\n", c_pmove );
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
return;
}
pml.groundPlane = qtrue;
pml.walking = qtrue;
// hitting solid ground will end a waterjump
if ( pm->ps->pm_flags & PMF_TIME_WATERJUMP )
{
//pm->ps->pm_flags &= ~( PMF_TIME_WATERJUMP | PMF_TIME_LAND);
pm->ps->pm_flags &= ~( PMF_TIME_WATERJUMP );
pm->ps->pm_time = 0;
}
// hitting solid ground will end a stuckjump
if ( pm->ps->pm_flags & PMF_TIME_STUCKJUMP )
{
pm->ps->pm_flags &= ~( PMF_TIME_STUCKJUMP );
pm->ps->pm_time = 0;
}
if ( !onlyTrace && !( pml.groundTrace.surfaceFlags & SURF_SLICK ) )
pm->ps->velocity[ 2 ] = 0;
pm->ps->groundEntityNum = trace.entityNum;
PM_AddTouchEnt( trace.entityNum );
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
}
/*
=============
PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving
=============
*/
void PM_SetWaterLevel
(
void
)
{
vec3_t point;
int cont;
int sample1;
int sample2;
//
// get waterlevel, accounting for ducking
//
pm->waterlevel = 0;
pm->watertype = 0;
sample2 = pm->ps->viewheight - MINS_Z;
sample1 = sample2 * 3 / 4;
VectorCopy( pm->ps->origin, point );
point[ 2 ] += MINS_Z + 1.0f;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & MASK_WATER )
{
pm->watertype = cont;
pm->waterlevel = 1;
point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample1;
cont = pm->pointcontents( point, 0 );
if ( cont & MASK_WATER )
{
pm->waterlevel = 2;
point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample2;
cont = pm->pointcontents( point, 0 );
if ( cont & MASK_WATER )
{
pm->waterlevel = 3;
}
}
}
}
/*
==============
PM_CheckDuck
Sets mins, maxs, and pm->ps->viewheight
==============
*/
void PM_CheckDuck
(
void
)
{
pm->mins[ 0 ] = MINS_X;
pm->mins[ 1 ] = MINS_Y;
pm->mins[ 2 ] = MINS_Z;
pm->maxs[ 0 ] = MAXS_X;
pm->maxs[ 1 ] = MAXS_Y;
pm->maxs[ 2 ] = MAXS_Z;
pm->ps->viewheight = pm->ps->pm_defaultviewheight;
if ( pm->ps->pm_type == PM_DEAD )
{
pm->maxs[ 2 ] = DEAD_MINS_Z;
return;
}
if ( pm->ps->pm_flags & PMF_DUCKED )
{
pm->maxs[ 2 ] = CROUCH_MAXS_Z;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
}
}
//-----------------------------------------------------
//
// Name: PM_CheckCrouchJump
// Class: None
//
// Description: Checks to see if the player is ducking and jumping, which is a crouch jump.
//
// Parameters: None
//
// Returns: None
//-----------------------------------------------------
void PM_CheckCrouchJump(void)
{
//if the player is not on the ground and is ducking,
//set the crouch jump flag.
if ( pm->ps->jumped &&
( ( ( pm->ps->pm_flags & PMF_DUCKED ) && ( pm->ps->pm_flags & PMF_TIME_JUMP_START ) ) ||
( !( pm->ps->pm_flags & PMF_TIME_JUMP_START ) && ( pm->ps->pm_flags & PMF_JUMP_HELD ) ) ) )
{
if(pm->ps->crouchjumpset == qfalse)
{
pm->ps->pm_flags |= PMF_TIME_CROUCH_JUMP;
pm->ps->crouchjumpset = qtrue;
}
}
//This really sucks to put this code here, since the
//primary function of this procedure is to check if
//crouch jump is active. Since CheckDuck sets the
//default height down if duck is pressed, this moves
//it back up if the player is crouch jumping
if(pm->ps->crouchjumpset == qtrue)
{
pm->ps->viewheight = pm->ps->pm_defaultviewheight;
pm->maxs[ 2 ] = MAXS_Z;
}
if(pm->ps->groundPlane)
{
pm->ps->crouchjumpset = qfalse;
}
}
//-----------------------------------------------------
//
// Name: PM_CrouchJumpMove
// Class: None
//
// Description: Allows the player to clear objects a little higher than a normal jump could.
//
// Parameters: None
//
// Returns: None
//-----------------------------------------------------
void PM_CrouchJumpMove(void)
{
PM_StepSlideMove( !( pm->ps->pm_flags & PMF_NO_GRAVITY ) );
pm->ps->velocity[2] += pm->ps->crouchjumpvelocity;
//turn off the jump crouch flag.
pm->ps->pm_flags &= ~PMF_TIME_CROUCH_JUMP;
}
//===================================================================
qboolean PM_ShouldCrashLand( void )
{
/* jhefty/jwaters -- another strafe-jump fix
if (pml.impactSpeed)
pm->ps->pm_landtime = pm->ps->commandTime + 175;
*/
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
//vec3_t diff;
float delta;
// We're on the ground, see if we hit it hard enough for a crash land
//VectorSubtract( pm->ps->velocity, pml.previous_velocity, diff );
//delta = VectorLength( diff );
//delta = abs( pm->ps->velocity[ 2 ] - pml.previous_velocity[ 2 ] );
delta = pm->ps->velocity[ 2 ] - pml.previous_velocity[ 2 ];
if ( delta < 0.0f || pml.previous_velocity[ 2 ] > -400 )
return qfalse;
if ( delta > 600.0f )
{
return qtrue;
}
}
return qfalse;
}
/*
=================
PM_CrashLand
Check for hard landings that generate sound events
fall from 128: 400 = 160000
fall from 256: 580 = 336400
fall from 384: 720 = 518400
fall from 512: 800 = 640000
fall from 640: 960 =
damage = deltavelocity*deltavelocity * 0.0001
=================
*/
void PM_CrashLand
(
void
)
{
float delta;
/* float dist;
float vel;
float acc;
float t;
float a, b, c, den; */
//vec3_t diff;
// calculate the exact velocity on landing
/* dist = pm->ps->origin[ 2 ] - pml.previous_origin[ 2 ];
vel = pml.previous_velocity[ 2 ];
acc = -pm->ps->gravity;
a = acc / 2;
b = vel;
c = -dist;
den = b * b - 4 * a * c;
if ( den < 0 )
{
return;
}
t = ( -b - sqrt( den ) ) / ( 2 * a );
delta = vel + t * acc;
if (delta < -200)
{
pm->ps->pm_flags |= PMF_TIME_LAND;
// don't allow another jump for a little while
if (delta < -400)
pm->ps->pm_time = 200;
else
pm->ps->pm_time = 144;
} */
// Get the change in speed
//VectorSubtract( pm->ps->velocity, pml.previous_velocity, diff );
//delta = VectorLength( diff );
//delta = abs( pm->ps->velocity[ 2 ] - pml.previous_velocity[ 2 ] );
delta = pm->ps->velocity[ 2 ] - pml.previous_velocity[ 2 ];
if ( delta < 0.0f || pml.previous_velocity[ 2 ] > -400 )
return;
//delta = delta * delta * 0.0001f;
// never take falling damage if completely underwater
if ( pm->waterlevel == 3 )
{
return;
}
// reduce falling damage if there is standing water
if ( pm->waterlevel == 2 )
{
delta *= 0.25f;
}
if ( pm->waterlevel == 1 )
{
delta *= 0.5f;
}
if ( delta < 1.0f )
{
return;
}
pm->landed = qtrue;
pm->landedVelocity = pml.previous_velocity[2];
// SURF_NODAMAGE is used for bounce pads where you don't ever
// want to take damage or play a crunch sound
if ( !( pml.groundTrace.surfaceFlags & SURF_NODAMAGE ) )
{
if ( delta > 1500.0f )
{
pm->pmoveEvent = EV_FALL_FATAL;
}
else if ( delta > 1300.0f )
{
pm->pmoveEvent = EV_FALL_VERY_FAR;
}
else if ( delta > 1100.0f )
{
pm->pmoveEvent = EV_FALL_FAR;
}
else if ( delta > 900.0f )
{
pm->pmoveEvent = EV_FALL_MEDIUM;
}
else if ( delta > 750.0f )
{
pm->pmoveEvent = EV_FALL_SHORT;
}
else if ( delta > 600.0f )
{
pm->pmoveEvent = EV_FALL_VERY_SHORT;
}
}
}
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
void PM_WaterEvents
(
void
)
{
if ( ( pm->ps->pm_type == PM_SPECTATOR ) || ( pm->ps->pm_type == PM_SPECTATOR_FOLLOW ) )
return;
// FIXME?
//
// if just entered a water volume, play a sound
//
if ( !pml.previous_waterlevel && pm->waterlevel )
{
pm->pmoveEvent = EV_WATER_TOUCH;
}
//
// if just completely exited a water volume, play a sound
//
if ( pml.previous_waterlevel && ! pm->waterlevel )
{
pm->pmoveEvent = EV_WATER_LEAVE;
}
//
// check for head just going under water
//
if ( ( pml.previous_waterlevel != 3 ) && ( pm->waterlevel == 3 ) )
{
pm->pmoveEvent = EV_WATER_UNDER;
}
//
// check for head just coming out of water
//
if ( ( pml.previous_waterlevel == 3 ) && ( pm->waterlevel != 3 ) )
{
pm->pmoveEvent = EV_WATER_CLEAR;
}
}
/*
================
PM_DropTimers
================
*/
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;
}
}
}
//-----------------------------------------------------
//
// Name: PM_UpdateLeanIn
// Class: None
//
// Description: Calculates the lean in movement
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PM_UpdateLeanIn( playerState_t* ps, const usercmd_t* cmd )
{
vec3_t viewOrigin;
vec3_t leanTraceMins;
vec3_t leanTraceMaxs;
vec3_t leftVector;
vec3_t leanTraceEnd;
vec3_t playerViewAngles;
trace_t leanTrace;
float leanDelta = ps->leanDelta;
if( cmd->lean > 0 )
{
//We are leaning left, so calculate the new lean delta.
//If lean delta is greater then the max lean delta
//then set lean delta to be the max.
leanDelta += ((( float ) pml.msec / ( float ) pm_leaninspeed) * pm_leanmaxdelta);
if( leanDelta > pm_leanmaxdelta )
leanDelta = pm_leanmaxdelta;
}
else
{
//We are leaning right, so calculate the new lean delta.
//If lean delta is less than the negative max lean delta
//then set lean delta to be the negative max lean delta.
leanDelta -= ((( float ) pml.msec / ( float ) pm_leaninspeed) * pm_leanmaxdelta);
if( leanDelta < -pm_leanmaxdelta )
leanDelta = -pm_leanmaxdelta;
}
//We calculate our lean by scaling our view origin vector by the amount of the lean delta,
//then adding the left vector to get the delta amount of the lean.
//Get the view origin
VectorCopy( ps->origin, viewOrigin );
viewOrigin[2] += ps->viewheight;
//Get the view angles, remove all roll from the view angles.
VectorCopy( ps->viewangles, playerViewAngles );
playerViewAngles[ROLL] = 0;
AngleVectors( ps->viewangles, NULL, leftVector, NULL );
VectorMA( viewOrigin, leanDelta, leftVector, leanTraceEnd );
//Run a trace to check if we collide with any object when we lean.
VectorSet( leanTraceMins, -5, -5, -4 );
VectorSet( leanTraceMaxs, 5, 5, 4 );
if( pm != 0)
{
pm->trace(&leanTrace, viewOrigin, leanTraceMins, leanTraceMaxs,
leanTraceEnd, ps->clientNum, MASK_PLAYERSOLID, qfalse);
//Scale the lean delta by the end result of the trace.
//This will scale our delta to the object that the trace has hit.
leanDelta *= leanTrace.fraction;
}
ps->leanDelta = leanDelta;
}
//-----------------------------------------------------
//
// Name: PM_UpdateLeanOut
// Class:
//
// Description: Calculates the lean out movement.
//
// Parameters: ps - the current player state.
//
// Returns:
//-----------------------------------------------------
void PM_UpdateLeanOut( playerState_t* ps )
{
float leanDelta = ps->leanDelta;
if( leanDelta > 0 )
{
leanDelta -= (( (float) pml.msec / (float) pm_leanoutspeed) * pm_leanmaxdelta);
if( leanDelta < 0 )
leanDelta = 0;
}
else if ( leanDelta < 0 )
{
leanDelta += (((float)pml.msec / ( float ) pm_leanoutspeed) * pm_leanmaxdelta);
if( leanDelta > 0)
leanDelta = 0;
}
ps->leanDelta = leanDelta;
}
//-----------------------------------------------------
//
// Name: PM_UpdateLeanView
// Class:
//
// Description: Calculates the lean movement.
//
// Parameters: ps - the player state
// cmd - the input commands struct.
//
// Returns: None
//-----------------------------------------------------
void PM_UpdateLeanView( playerState_t* ps, const usercmd_t* cmd )
{
// We are not leaning, so move back to center position
if( cmd->lean == 0 )
{
PM_UpdateLeanOut(ps);
}
else
{
PM_UpdateLeanIn(ps, cmd);
}
}
/*
================
PM_UpdateViewAngles
This can be used as another entry point when only the viewangles
are being updated isntead of a full move
================
*/
void PM_UpdateViewAngles
(
playerState_t *ps,
const usercmd_t *cmd
)
{
short temp;
int i;
if ( ps->pm_flags & PMF_FROZEN )
{
// no view changes at all
return;
}
/*
if ( ps->stats[ STAT_HEALTH ] <= 0 )
{
// no view changes at all
return;
}
*/
// circularly clamp the angles with deltas
for( i = 0; i < 3; i++ )
{
temp = cmd->angles[ i ] + ps->delta_angles[ i ];
if ( i == PITCH )
{
// don't let the player look up or down more than 90 degrees
if ( temp > 16000 )
{
ps->delta_angles[ i ] = 16000 - cmd->angles[ i ];
temp = 16000;
}
else if ( temp < -16000 )
{
ps->delta_angles[ i ] = -16000 - cmd->angles[ i ];
temp = -16000;
}
}
ps->viewangles[ i ] = SHORT2ANGLE( temp );
}
PM_UpdateLeanView( ps, cmd );
}
void Pmove_GroundTrace
(
pmove_t *pmove
)
{
memset (&pml, 0, sizeof(pml));
pml.msec = 1;
pml.frametime = 0.001f;
pm = pmove;
if ( !( pm->ps->pm_flags & PMF_NO_MOVE ) )
{
PM_CheckDuck();
PM_CheckCrouchJump();
}
PM_GroundTrace( qtrue );
}
/*
================
Pmove
Can be called by either the server or the client
================
*/
void PmoveSingle (pmove_t *pmove)
{
vec3_t tempVec;
qboolean walking;
vec3_t temp;
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;
pm->landed = qfalse;
if(pm->ps->groundPlane)
{
//only set this to false if we are on the ground.
//when jump is hit, this is set to true. This
//allows the code to know if the player jumped or not.
pm->ps->jumped = qfalse;
}
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
{
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
}
// adding fake talk balloons
/* if ( pmove->cmd.buttons & BUTTON_TALK )
{
pmove->cmd.buttons = 0;
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
pmove->cmd.upmove = 0;
pmove->cmd.lean = 0;
} */
// clear all pmove local vars
memset (&pml, 0, sizeof(pml));
// determine the time
pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
if ( pml.msec < 1 )
{
pml.msec = 1;
}
else if ( pml.msec > 200 )
{
pml.msec = 200;
}
pm->ps->commandTime = pmove->cmd.serverTime;
// save old org in case we get stuck
VectorCopy( pm->ps->origin, pml.previous_origin );
// save old velocity for crashlanding
VectorCopy( pm->ps->velocity, pml.previous_velocity );
VectorCopy( pm->ps->velocity, temp );
pml.frametime = pml.msec * 0.001f;
// update the viewangles
if (!pm->ps->in_vehicle )
{
PM_UpdateViewAngles( pm->ps, &pm->cmd );
AngleVectors( pm->ps->viewangles, pml.forward, pml.left, pml.up );
VectorClear( tempVec );
tempVec[ YAW ] = pm->ps->viewangles[ YAW ];
AngleVectors( tempVec, pml.flat_forward, pml.flat_left, pml.flat_up );
}
if ( pm->ps->in_vehicle )
{
PM_VehicleMove();
return;
}
if ( pm->cmd.upmove < 10 ) {
// not holding jump
pm->ps->pm_flags &= ~PMF_JUMP_HELD;
}
if ( pm->ps->pm_type == PM_DEAD )
{
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
pm->cmd.lean = 0;
}
if ( pm->ps->pm_type == PM_NOCLIP )
{
PM_NoclipMove ();
PM_DropTimers ();
return;
}
if ( ( pm->ps->pm_flags & PMF_FROZEN ) || ( pm->ps->pm_flags & PMF_NO_MOVE ) )
{
return; // no movement at all
}
PM_CheckDuck();
PM_CheckCrouchJump();
// set watertype, and waterlevel
PM_SetWaterLevel();
pml.previous_waterlevel = pmove->waterlevel;
// set groundentity
PM_GroundTrace( qfalse );
if ( pm->ps->pm_type == PM_DEAD )
{
PM_DeadMove();
}
PM_DropTimers();
if ( pm->ps->pm_flags & PMF_FLIGHT )
// flight powerup doesn't allow jump and has different friction
PM_FlyMove();
else if ( pm->ps->pm_flags & PMF_TIME_WATERJUMP )
{
PM_WaterJumpMove();
}
else if ( pml.walking )
{
// walking on ground
PM_WalkMove();
}
else if ( pm->waterlevel > 1 )
{
// swimming
PM_WaterMove();
}
else if ( pm->ps->pm_flags & PMF_TIME_STUCKJUMP )
{
PM_StuckJumpMove();
}
else if( pm->ps->pm_flags & PMF_TIME_CROUCH_JUMP)
{
PM_CrouchJumpMove();
}
else
{
// airborne
if ( !pm->ps->in_vehicle )
PM_AirMove();
}
walking = pml.walking;
// set groundentity, watertype, and waterlevel
PM_GroundTrace( qfalse );
PM_SetWaterLevel();
// don't fall down stairs or do really short falls
if ( !pml.walking && ( walking || ( ( pml.previous_velocity[ 2 ] >= 0.0f ) && ( pm->ps->velocity[ 2 ] <= 0.0f ) ) ) )
{
vec3_t point;
trace_t trace;
point[ 0 ] = pm->ps->origin[ 0 ];
point[ 1 ] = pm->ps->origin[ 1 ];
point[ 2 ] = pm->ps->origin[ 2 ] - 0.5f;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue );
if ( ( trace.fraction < 1.0f ) && ( !trace.allsolid ) )
{
VectorCopy( trace.endpos, pm->ps->origin );
// allow client to smooth out the step
pm->stepped = qtrue;
// requantify the player's position
PM_GroundTrace( qfalse );
PM_SetWaterLevel();
}
}
// entering / leaving water splashes
PM_WaterEvents();
// test stuff
// snap some parts of playerstate to save network bandwidth
SnapVector( pm->ps->velocity );
// If the player is off the ground cap his xy velocity so he can't strafe-jump and use other cheats
// to go too fast
if ( !pm->ps->strafeJumpingAllowed && ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) && ( pm->ps->groundEntityNum == ENTITYNUM_WORLD ) )
{
float speed;
vec3_t xyVelocity;
// Get xy velocity
//jhefty/jwaters modifications
VectorCopy( pm->ps->velocity, xyVelocity );
//xyVelocity[ 2 ] = 0.0f;
// See if the xy velocity is too fast
speed = VectorLength( xyVelocity );
if ( speed > pm->ps->speed )
{
// Cap the real velocity
VectorNormalize( xyVelocity );
VectorScale( xyVelocity, pm->ps->speed, pm->ps->velocity );
//pm->ps->velocity[ 0 ] = xyVelocity[ 0 ];
//pm->ps->velocity[ 1 ] = xyVelocity[ 1 ];
}
}
if ( PM_ShouldCrashLand() )
{
// just hit the ground
if ( pm->debugLevel )
{
Com_Printf( "%i:Land\n", c_pmove );
}
PM_CrashLand();
}
}
/*
================
Pmove
Can be called by either the server or the client
================
*/
void Pmove (pmove_t *pmove) {
int finalTime;
finalTime = pmove->cmd.serverTime;
if ( finalTime < pmove->ps->commandTime ) {
return; // should not happen
}
if ( finalTime > ( pmove->ps->commandTime + 1000 ) ) {
pmove->ps->commandTime = finalTime - 1000;
}
// chop the move up if it is too long, to prevent framerate
// dependent behavior
while ( pmove->ps->commandTime != finalTime ) {
int msec;
msec = finalTime - pmove->ps->commandTime;
if ( msec > 50 ) {
msec = 50;
}
pmove->cmd.serverTime = pmove->ps->commandTime + msec;
PmoveSingle( pmove );
//Com_Printf("Vel: %f\n",pm->ps->velocity[2]);
}
}