lilium-voyager/code/game/bg_pmove.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
2005-08-26 17:39:27 +00:00
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate
#include "../qcommon/q_shared.h"
2005-08-26 17:39:27 +00:00
#include "bg_public.h"
#include "bg_local.h"
pmove_t *pm;
pml_t pml;
// movement parameters
float pm_stopspeed = 100.0f;
float pm_duckScale = 0.25f;
float pm_swimScale = 0.50f;
float pm_accelerate = 10.0f;
float pm_airaccelerate = 1.0f;
float pm_wateraccelerate = 4.0f;
float pm_flyaccelerate = 8.0f;
float pm_friction = 6.0f;
float pm_waterfriction = 1.0f;
float pm_flightfriction = 3.0f;
float pm_spectatorfriction = 5.0f;
int c_pmove = 0;
/*
===============
PM_AddEvent
===============
*/
void PM_AddEvent( int newEvent ) {
BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
}
/*
===============
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_StartTorsoAnim
===================
*/
static void PM_StartTorsoAnim( int anim ) {
if ( pm->ps->pm_type >= PM_DEAD ) {
return;
}
pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
| anim;
}
static void PM_StartLegsAnim( int anim ) {
if ( pm->ps->pm_type >= PM_DEAD ) {
return;
}
if ( pm->ps->legsTimer > 0 ) {
return; // a high priority animation is running
}
pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
| anim;
}
static void PM_ContinueLegsAnim( int anim ) {
if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
return;
}
if ( pm->ps->legsTimer > 0 ) {
return; // a high priority animation is running
}
PM_StartLegsAnim( anim );
}
static void PM_ContinueTorsoAnim( int anim ) {
if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
return;
}
if ( pm->ps->torsoTimer > 0 ) {
return; // a high priority animation is running
}
PM_StartTorsoAnim( anim );
}
static void PM_ForceLegsAnim( int anim ) {
pm->ps->legsTimer = 0;
PM_StartLegsAnim( anim );
}
/*
==================
PM_ClipVelocity
Slide off of the impacting surface
==================
*/
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;
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
if ( pm->waterlevel <= 1 ) {
if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
// if getting knocked back, no friction
if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*pm_friction*pml.frametime;
}
}
}
// apply water friction even if just wading
if ( pm->waterlevel ) {
drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
}
// apply flying friction
if ( pm->ps->powerups[PW_FLIGHT]) {
drop += speed*pm_flightfriction*pml.frametime;
}
if ( pm->ps->pm_type == PM_SPECTATOR) {
drop += speed*pm_spectatorfriction*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 ) {
#if 1
// q2 style
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];
}
#else
// proper way (avoids strafe jump maxspeed bug), but feels bad
vec3_t wishVelocity;
vec3_t pushDir;
float pushLen;
float canPush;
VectorScale( wishdir, wishspeed, wishVelocity );
VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
pushLen = VectorNormalize( pushDir );
canPush = accel*pml.frametime*wishspeed;
if (canPush > pushLen) {
canPush = pushLen;
}
VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
#endif
}
/*
============
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 / ( 127.0 * 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
=============
*/
static qboolean PM_CheckJump( void ) {
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse; // don't allow jump until all buttons are up
}
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 ) {
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
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] = JUMP_VELOCITY;
PM_AddEvent( EV_JUMP );
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( LEGS_JUMP );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
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;
}
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 );
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
if ( cont & (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) ) {
2005-08-26 17:39:27 +00:00
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( qtrue );
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;
}
#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;
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 ( 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 );
}
#ifdef MISSIONPACK
/*
===================
PM_InvulnerabilityMove
Only with the invulnerability powerup
===================
*/
static void PM_InvulnerabilityMove( void ) {
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
VectorClear(pm->ps->velocity);
}
#endif
/*
===================
PM_FlyMove
Only with the flight powerup
===================
*/
static void PM_FlyMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
// normal slowdown
PM_Friction ();
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, pm_flyaccelerate);
PM_StepSlideMove( qfalse );
}
/*
===================
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;
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);
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);
wishspeed *= scale;
// 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 0
//ZOID: If we are on the grapple, try stair-stepping
//this allows a player to use the grapple to pull himself
//over a ledge
if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
PM_StepSlideMove ( qtrue );
else
PM_SlideMove ( qtrue );
#endif
PM_StepSlideMove ( qtrue );
}
/*
===================
PM_GrappleMove
===================
*/
static void PM_GrappleMove( void ) {
vec3_t vel, v;
float vlen;
VectorScale(pml.forward, -16, v);
VectorAdd(pm->ps->grapplePoint, v, v);
VectorSubtract(v, pm->ps->origin, vel);
vlen = VectorLength(vel);
VectorNormalize( vel );
if (vlen <= 100)
VectorScale(vel, 10 * vlen, vel);
else
VectorScale(vel, 800, vel);
VectorCopy(vel, pm->ps->velocity);
pml.groundPlane = qfalse;
}
/*
===================
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->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;
}
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);
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 ) {
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->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;
}
PM_StepSlideMove( qfalse );
//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;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
// 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 );
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;
}
/*
=================
PM_CrashLand
Check for hard landings that generate sound events
=================
*/
static void PM_CrashLand( void ) {
float delta;
float dist;
float vel, acc;
float t;
float a, b, c, den;
// decide which landing animation to use
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) {
PM_ForceLegsAnim( LEGS_LANDB );
} else {
PM_ForceLegsAnim( LEGS_LAND );
}
pm->ps->legsTimer = TIMER_LAND;
// 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;
delta = delta*delta * 0.0001;
// ducking while falling doubles damage
if ( pm->ps->pm_flags & PMF_DUCKED ) {
delta *= 2;
}
// 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 *= 0.25;
}
if ( pm->waterlevel == 1 ) {
delta *= 0.5;
}
if ( delta < 1 ) {
return;
}
// create a local entity event to play the sound
// 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 > 60 ) {
PM_AddEvent( EV_FALL_FAR );
} else if ( delta > 40 ) {
// this is a pain grunt, so don't play it if dead
if ( pm->ps->stats[STAT_HEALTH] > 0 ) {
PM_AddEvent( EV_FALL_MEDIUM );
}
} else if ( delta > 7 ) {
PM_AddEvent( EV_FALL_SHORT );
} else {
PM_AddEvent( PM_FootstepForSurface() );
}
}
// start footstep cycle over
pm->ps->bobCycle = 0;
}
/*
=============
PM_CheckStuck
=============
*/
/*
void PM_CheckStuck(void) {
trace_t trace;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
//int shit = qtrue;
}
}
*/
/*
=============
PM_CorrectAllSolid
=============
*/
static int PM_CorrectAllSolid( trace_t *trace ) {
int i, j, k;
vec3_t point;
if ( pm->debugLevel ) {
Com_Printf("%i:allsolid\n", c_pmove);
}
// jitter around
for (i = -1; i <= 1; i++) {
for (j = -1; j <= 1; j++) {
for (k = -1; k <= 1; k++) {
VectorCopy(pm->ps->origin, point);
point[0] += (float) i;
point[1] += (float) j;
point[2] += (float) k;
pm->trace (trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
if ( !trace->allsolid ) {
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;
return qtrue;
}
}
}
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
return qfalse;
}
/*
=============
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;
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 ) {
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( LEGS_JUMP );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
}
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
/*
=============
PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
vec3_t point;
trace_t trace;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
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 ) {
if ( !PM_CorrectAllSolid(&trace) )
return;
}
// if the trace didn't hit anything, we are in free fall
if ( trace.fraction == 1.0 ) {
PM_GroundTraceMissed();
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// check if getting thrown off the ground
if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) {
if ( pm->debugLevel ) {
Com_Printf("%i:kickoff\n", c_pmove);
}
// go into jump animation
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( LEGS_JUMP );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
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;
}
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);
}
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;
}
}
pm->ps->groundEntityNum = trace.entityNum;
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
PM_AddTouchEnt( trace.entityNum );
}
/*
=============
PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving
=============
*/
static void PM_SetWaterLevel( void ) {
vec3_t point;
int cont;
int sample1;
int sample2;
//
// get waterlevel, accounting for ducking
//
pm->waterlevel = 0;
pm->watertype = 0;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] + MINS_Z + 1;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
sample2 = pm->ps->viewheight - MINS_Z;
sample1 = sample2 / 2;
pm->watertype = cont;
pm->waterlevel = 1;
point[2] = pm->ps->origin[2] + MINS_Z + sample1;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
pm->waterlevel = 2;
point[2] = pm->ps->origin[2] + MINS_Z + sample2;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ){
pm->waterlevel = 3;
}
}
}
}
/*
==============
PM_CheckDuck
Sets mins, maxs, and pm->ps->viewheight
==============
*/
static void PM_CheckDuck (void)
{
trace_t trace;
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
if ( pm->ps->pm_flags & PMF_INVULEXPAND ) {
// invulnerability sphere has a 42 units radius
VectorSet( pm->mins, -42, -42, -42 );
VectorSet( pm->maxs, 42, 42, 42 );
}
else {
VectorSet( pm->mins, -15, -15, MINS_Z );
VectorSet( pm->maxs, 15, 15, 16 );
}
pm->ps->pm_flags |= PMF_DUCKED;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
return;
}
pm->ps->pm_flags &= ~PMF_INVULEXPAND;
pm->mins[0] = -15;
pm->mins[1] = -15;
pm->maxs[0] = 15;
pm->maxs[1] = 15;
pm->mins[2] = MINS_Z;
if (pm->ps->pm_type == PM_DEAD)
{
pm->maxs[2] = -8;
pm->ps->viewheight = DEAD_VIEWHEIGHT;
return;
}
if (pm->cmd.upmove < 0)
{ // duck
pm->ps->pm_flags |= PMF_DUCKED;
}
else
{ // stand up if possible
if (pm->ps->pm_flags & PMF_DUCKED)
{
// try to stand up
pm->maxs[2] = 32;
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)
{
pm->maxs[2] = 16;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
}
else
{
pm->maxs[2] = 32;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
}
}
//===================================================================
/*
===============
PM_Footsteps
===============
*/
static void PM_Footsteps( void ) {
float bobmove;
int old;
qboolean footstep;
//
// 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->groundEntityNum == ENTITYNUM_NONE ) {
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
PM_ContinueLegsAnim( LEGS_IDLECR );
}
// airborne leaves position in cycle intact, but doesn't advance
if ( pm->waterlevel > 1 ) {
PM_ContinueLegsAnim( LEGS_SWIM );
}
return;
}
// if not trying to move
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
if ( pm->xyspeed < 5 ) {
pm->ps->bobCycle = 0; // start at beginning of cycle again
if ( pm->ps->pm_flags & PMF_DUCKED ) {
PM_ContinueLegsAnim( LEGS_IDLECR );
} else {
PM_ContinueLegsAnim( LEGS_IDLE );
}
}
return;
}
footstep = qfalse;
if ( pm->ps->pm_flags & PMF_DUCKED ) {
bobmove = 0.5; // ducked characters bob much faster
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACKCR );
}
else {
PM_ContinueLegsAnim( LEGS_WALKCR );
}
// ducked characters never play footsteps
/*
} else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
bobmove = 0.4; // faster speeds bob faster
footstep = qtrue;
} else {
bobmove = 0.3;
}
PM_ContinueLegsAnim( LEGS_BACK );
*/
} else {
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
bobmove = 0.4f; // faster speeds bob faster
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACK );
}
else {
PM_ContinueLegsAnim( LEGS_RUN );
}
footstep = qtrue;
} else {
bobmove = 0.3f; // walking bobs slow
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACKWALK );
}
else {
PM_ContinueLegsAnim( LEGS_WALK );
}
}
}
// 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->waterlevel == 0 ) {
// on ground will only play sounds if running
if ( footstep && !pm->noFootsteps ) {
PM_AddEvent( PM_FootstepForSurface() );
}
} else if ( pm->waterlevel == 1 ) {
// splashing
PM_AddEvent( EV_FOOTSPLASH );
} else if ( pm->waterlevel == 2 ) {
// wading / swimming at surface
PM_AddEvent( EV_SWIM );
} else if ( pm->waterlevel == 3 ) {
// no sound when completely underwater
}
}
}
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void ) { // FIXME?
//
// if just entered a water volume, play a sound
//
if (!pml.previous_waterlevel && pm->waterlevel) {
PM_AddEvent( EV_WATER_TOUCH );
}
//
// if just completely exited a water volume, play a sound
//
if (pml.previous_waterlevel && !pm->waterlevel) {
PM_AddEvent( EV_WATER_LEAVE );
}
//
// check for head just going under water
//
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
PM_AddEvent( EV_WATER_UNDER );
}
//
// check for head just coming out of water
//
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
PM_AddEvent( EV_WATER_CLEAR );
}
}
/*
===============
PM_BeginWeaponChange
===============
*/
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;
}
PM_AddEvent( EV_CHANGE_WEAPON );
pm->ps->weaponstate = WEAPON_DROPPING;
pm->ps->weaponTime += 200;
PM_StartTorsoAnim( TORSO_DROP );
}
/*
===============
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;
PM_StartTorsoAnim( TORSO_RAISE );
}
/*
==============
PM_TorsoAnimation
==============
*/
static void PM_TorsoAnimation( void ) {
if ( pm->ps->weaponstate == WEAPON_READY ) {
if ( pm->ps->weapon == WP_GAUNTLET ) {
PM_ContinueTorsoAnim( TORSO_STAND2 );
} else {
PM_ContinueTorsoAnim( TORSO_STAND );
}
return;
}
}
/*
==============
PM_Weapon
Generates weapon events and modifes the weapon counter
==============
*/
static void PM_Weapon( void ) {
int addTime;
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// ignore if spectator
if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->ps->weapon = WP_NONE;
return;
}
// check for item using
if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
&& pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) {
// don't use medkit if at max health
} else {
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
}
return;
}
} else {
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
}
// 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->weaponstate == WEAPON_RAISING ) {
pm->ps->weaponstate = WEAPON_READY;
if ( pm->ps->weapon == WP_GAUNTLET ) {
PM_StartTorsoAnim( TORSO_STAND2 );
} else {
PM_StartTorsoAnim( TORSO_STAND );
}
return;
}
// check for fire
if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) {
pm->ps->weaponTime = 0;
pm->ps->weaponstate = WEAPON_READY;
return;
}
// start the animation even if out of ammo
if ( pm->ps->weapon == WP_GAUNTLET ) {
// the guantlet only "fires" when it actually hits something
if ( !pm->gauntletHit ) {
pm->ps->weaponTime = 0;
pm->ps->weaponstate = WEAPON_READY;
return;
}
PM_StartTorsoAnim( TORSO_ATTACK2 );
} else {
PM_StartTorsoAnim( TORSO_ATTACK );
}
pm->ps->weaponstate = WEAPON_FIRING;
// check for out of ammo
if ( ! pm->ps->ammo[ pm->ps->weapon ] ) {
PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += 500;
return;
}
// take an ammo away if not infinite
if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
pm->ps->ammo[ pm->ps->weapon ]--;
}
// fire weapon
PM_AddEvent( EV_FIRE_WEAPON );
switch( pm->ps->weapon ) {
default:
case WP_GAUNTLET:
addTime = 400;
break;
case WP_LIGHTNING:
addTime = 50;
break;
case WP_SHOTGUN:
addTime = 1000;
break;
case WP_MACHINEGUN:
addTime = 100;
break;
case WP_GRENADE_LAUNCHER:
addTime = 800;
break;
case WP_ROCKET_LAUNCHER:
addTime = 800;
break;
case WP_PLASMAGUN:
addTime = 100;
break;
case WP_RAILGUN:
addTime = 1500;
break;
case WP_BFG:
addTime = 200;
break;
case WP_GRAPPLING_HOOK:
addTime = 400;
break;
#ifdef MISSIONPACK
case WP_NAILGUN:
addTime = 1000;
break;
case WP_PROX_LAUNCHER:
addTime = 800;
break;
case WP_CHAINGUN:
addTime = 30;
break;
#endif
}
#ifdef MISSIONPACK
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
addTime /= 1.5;
}
else
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
addTime /= 1.3;
}
else
#endif
if ( pm->ps->powerups[PW_HASTE] ) {
addTime /= 1.3;
}
pm->ps->weaponTime += addTime;
}
/*
================
PM_Animate
================
*/
static void PM_Animate( void ) {
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GESTURE );
pm->ps->torsoTimer = TIMER_GESTURE;
PM_AddEvent( EV_TAUNT );
}
#ifdef MISSIONPACK
} else if ( pm->cmd.buttons & BUTTON_GETFLAG ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GETFLAG );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GUARDBASE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_PATROL ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_PATROL );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_FOLLOWME );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_AFFIRMATIVE);
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_NEGATIVE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
#endif
}
}
/*
================
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 animation counter
if ( pm->ps->legsTimer > 0 ) {
pm->ps->legsTimer -= pml.msec;
if ( pm->ps->legsTimer < 0 ) {
pm->ps->legsTimer = 0;
}
}
if ( pm->ps->torsoTimer > 0 ) {
pm->ps->torsoTimer -= pml.msec;
if ( pm->ps->torsoTimer < 0 ) {
pm->ps->torsoTimer = 0;
}
}
}
/*
================
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_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) {
return; // no view changes at all
}
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
return; // no view changes at all
}
// 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);
}
}
/*
================
PmoveSingle
================
*/
void trap_SnapVector( float *v );
void PmoveSingle (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;
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
}
// make sure walking button is clear if they are running, to avoid
// proxy no-footsteps cheats
if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
pm->cmd.buttons &= ~BUTTON_WALKING;
}
// set the talk balloon flag
if ( pm->cmd.buttons & BUTTON_TALK ) {
pm->ps->eFlags |= EF_TALK;
} else {
pm->ps->eFlags &= ~EF_TALK;
}
// set the firing flag for continuous beam weapons
if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && pm->ps->pm_type != PM_NOCLIP
2005-08-26 17:39:27 +00:00
&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
pm->ps->eFlags |= EF_FIRING;
} else {
pm->ps->eFlags &= ~EF_FIRING;
}
// clear the respawned flag if attack and use are cleared
if ( pm->ps->stats[STAT_HEALTH] > 0 &&
!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
pm->ps->pm_flags &= ~PMF_RESPAWNED;
}
// if talk button is down, dissallow all other input
// this is to prevent any possible intercept proxy from
// adding fake talk balloons
if ( pmove->cmd.buttons & BUTTON_TALK ) {
// keep the talk button set tho for when the cmd.serverTime > 66 msec
// and the same cmd is used multiple times in Pmove
pmove->cmd.buttons = BUTTON_TALK;
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
pmove->cmd.upmove = 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);
pml.frametime = pml.msec * 0.001;
// update the viewangles
PM_UpdateViewAngles( pm->ps, &pm->cmd );
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->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 || pm->ps->pm_type == PM_SPINTERMISSION) {
return; // no movement at all
}
// set watertype, and waterlevel
PM_SetWaterLevel();
pml.previous_waterlevel = pmove->waterlevel;
// set mins, maxs, and viewheight
PM_CheckDuck ();
// set groundentity
PM_GroundTrace();
if ( pm->ps->pm_type == PM_DEAD ) {
PM_DeadMove ();
}
PM_DropTimers();
#ifdef MISSIONPACK
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
PM_InvulnerabilityMove();
} else
#endif
if ( pm->ps->powerups[PW_FLIGHT] ) {
// flight powerup doesn't allow jump and has different friction
PM_FlyMove();
} else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) {
PM_GrappleMove();
// We can wiggle a bit
PM_AirMove();
} else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
PM_WaterJumpMove();
} else if ( pm->waterlevel > 1 ) {
// swimming
PM_WaterMove();
} else if ( pml.walking ) {
// walking on ground
PM_WalkMove();
} else {
// airborne
PM_AirMove();
}
PM_Animate();
// set groundentity, watertype, and waterlevel
PM_GroundTrace();
PM_SetWaterLevel();
// weapons
PM_Weapon();
// torso animation
PM_TorsoAnimation();
// footstep events / legs animations
PM_Footsteps();
// entering / leaving water splashes
PM_WaterEvents();
// snap some parts of playerstate to save network bandwidth
trap_SnapVector( pm->ps->velocity );
}
/*
================
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;
}
pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<<PS_PMOVEFRAMECOUNTBITS)-1);
// 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 ( pmove->pmove_fixed ) {
if ( msec > pmove->pmove_msec ) {
msec = pmove->pmove_msec;
}
}
else {
if ( msec > 66 ) {
msec = 66;
}
}
pmove->cmd.serverTime = pmove->ps->commandTime + msec;
PmoveSingle( pmove );
if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) {
pmove->cmd.upmove = 20;
}
}
//PM_CheckStuck();
}