// Copyright (C) 1999-2000 Id Software, Inc. // // bg_pmove.c -- both games player movement code // takes a playerstate and a usercmd as input and returns a modifed playerstate #include "q_shared.h" #include "bg_public.h" #include "bg_local.h" pmove_t *pm; pml_t pml; // movement parameters const float pm_stopspeed = 100; const float pm_duckScale = 0.50; const float pm_swimScale = 0.50; const float pm_ladderScale = 0.7f; const float pm_accelerate = 10; const float pm_airaccelerate = 1; const float pm_wateraccelerate = 4; const float pm_flyaccelerate = 8; const float pm_friction = 6; const float pm_waterfriction = 1; const float pm_flightfriction = 3; const float pm_evosuitfriction = 0.25; //RPG-X | Phenix | 8/8/2004 int32_t c_pmove = 0; #define PHASER_RECHARGE_TIME 100 //RPG-X | Marcin | Big hack but it appears to work | 06/12/2008 #ifdef QAGAME extern vmCvar_t rpg_rifleDelay; extern vmCvar_t rpg_disruptorDelay; extern vmCvar_t rpg_photonDelay; extern vmCvar_t rpg_altPhotonDelay; extern vmCvar_t rpg_TR116Delay; extern vmCvar_t rpg_altTricorderDelay; #define RIFLE_DELAY rpg_rifleDelay.integer #define DISRUPTOR_DELAY rpg_disruptorDelay.integer #define PHOTON_DELAY rpg_photonDelay.integer #define ALT_PHOTON_DELAY rpg_altPhotonDelay.integer #define TR116_DELAY rpg_TR116Delay.integer #define ALT_TRICORDER_DELAY rpg_altTricorderDelay.integer #else #define RIFLE_DELAY 250 #define DISRUPTOR_DELAY 700 #define PHOTON_DELAY 1600 #define ALT_PHOTON_DELAY 1600 #define TR116_DELAY 500 #define ALT_TRICORDER_DELAY 1000 #endif //TiM - Copied from the UI module. //My aim here is to adapt the checks code here so the function can be used both for //ingame animation, as well as UI animation enum bg_pmoveAnim_e { // RPG-X UI Required Ones ANIM_IDLE, ANIM_RUN, ANIM_WALK, ANIM_BACK, ANIM_JUMP, ANIM_CROUCH, //Ingame required ones ANIM_JUMPB, ANIM_RUNB, ANIM_WALKB, ANIM_CROUCHWALK, ANIM_CROUCHWALKB, ANIM_SWIM, ANIM_FLY, ANIM_TURN, // RPG-X UI Required Ones ANIM_ATTACK = 22 }; /** * Checks if the player holding a two handed weapon. */ qboolean PM_Holding2HandedWeapon(void) { switch (pm->ps->weapon) { case WP_7: case WP_8: case WP_9: case WP_6: return qtrue; } return qfalse; } /** * Checks if the player is crouching. */ qboolean PM_PlayerCrouching(int legsAnim) { //switch( pm->ps->legsAnim ) { switch ((legsAnim & ~ANIM_TOGGLEBIT)) { case BOTH_CROUCH1IDLE: case BOTH_CROUCH1WALK: case BOTH_CROUCH2IDLE: return qtrue; } return qfalse; } /** * Check if player is idling. */ qboolean PM_PlayerIdling(int torsoAnim, int legsAnim) { //TiM : Cool hacky way to make sure both upper and lower anims are the same switch ((legsAnim & ~ANIM_TOGGLEBIT)) //+ ( torsoAnim & ~ANIM_TOGGLEBIT)) >> 1 { case BOTH_STAND1: case BOTH_STAND2: case BOTH_STAND3: case BOTH_STAND4: case BOTH_CROWDLOOK3: { switch ((torsoAnim & ~ANIM_TOGGLEBIT)) { case BOTH_STAND1: case BOTH_STAND2: case BOTH_STAND3: case BOTH_STAND4: case BOTH_CROWDLOOK3: case TORSO_TRICORDER1: case TORSO_HYPOSPRAY1: case TORSO_HYPO1: case TORSO_DROPWEAP1: case TORSO_RAISEWEAP1: case TORSO_PADD1: case TORSO_COFFEE: return qtrue; } } } return qfalse; } /** * \brief Checks if player is holding a loppable weapon. * * A weapon that can have its * firing animation looped, * like the PADD or tricorder, etc */ qboolean PM_HoldingLoopableWeapon(void) { switch (pm->ps->weapon) { case WP_13: case WP_2: case WP_3: case WP_11: case WP_4: return qtrue; } return qfalse; } /** * \brief Checks if player is holding a spillable weapon. * * Player is holding a weapon that * shouldn't let players do the * 'slowing down' anim */ qboolean PM_HoldingSpillableWeapon(void) { switch (pm->ps->weapon) { case WP_4: case WP_6: case WP_9: case WP_8: case WP_7: return qtrue; } return qfalse; } /** * Check to see if the player is moving at all */ qboolean PM_PlayerWalking(int anim) { switch (anim & ~ANIM_TOGGLEBIT) { case BOTH_WALK1: case BOTH_WALK2: case BOTH_WALK3: case BOTH_WALK4: case BOTH_WALK7: case LEGS_WALKBACK1: return qtrue; } return qfalse; } /** * Check to see if the player is running */ qboolean PM_PlayerRunning(int anim) { switch (anim & ~ANIM_TOGGLEBIT) { case BOTH_RUN1: case BOTH_RUN2: case LEGS_RUNBACK2: return qtrue; } return qfalse; } /** * Check to see if the player is moving while crouching */ qboolean PM_PlayerCrouchWalking(int anim) { switch (anim & ~ANIM_TOGGLEBIT) { case BOTH_CROUCH1WALK: return qtrue; } return qfalse; } /** * TiM: An index is defined, and depending * on which weapon is active, a specific * animation is returned. * I could have used pm->ps->weapon instead * of manually defining it as an paramter, * but I'm going to use this in the UI module, * which is out of pm's scope. */ int PM_GetAnim(int anim, int weapon, qboolean injured, qboolean upper) { playerState_t *ps = pm->ps; // Called when player is in idle crouching switch (anim) { case ANIM_CROUCH: //2 handed weapon - "heavy" switch (weapon) { case WP_7: case WP_8: case WP_9: if (ps->pm_flags & ANIM_ALERT2 && upper) return TORSO_WEAPONREADY2; else if (upper) return BOTH_STAND2; else return LEGS_KNEEL1; break; //2 handed weapon - "light" case WP_6: if (ps->pm_flags & ANIM_ALERT && upper) return BOTH_STAND2; else if (upper) return TORSO_WEAPONREADY2; else return LEGS_KNEEL1; break; //1 handed weapon - "phaser" case WP_5: case WP_10: if (upper) return TORSO_WEAPONPOSE1; else return BOTH_CROUCH1IDLE; break; case WP_4: if (upper) return TORSO_COFFEE; //break; //Generic tools - "everything else" default: return BOTH_CROUCH2IDLE; break; } break; //Called when player is in idle standing case ANIM_IDLE: //2 handed weapon - "heavy" switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_7: if (injured) return BOTH_INJURED4; else { if (ps->pm_flags & ANIM_ALERT) return BOTH_STAND2; else if (ps->pm_flags & ANIM_ALERT2) { if (upper) return TORSO_WEAPONREADY2; else return BOTH_STAND2; } else return BOTH_STAND4; } break; //2 handed weapon - "light" case WP_6: if (injured) return BOTH_INJURED4; else { if (ps->pm_flags & ANIM_ALERT) return BOTH_STAND2; else if (ps->pm_flags & ANIM_ALERT2) { if (upper) return TORSO_WEAPONREADY2; else return BOTH_STAND2; } else return BOTH_STAND4; } break; //1 handed weapon - "phaser" case WP_5: case WP_10: if (injured) return BOTH_INJURED4; else { if (ps->pm_flags & ANIM_ALERT && upper) return TORSO_WEAPONIDLE1; else if (ps->pm_flags & ANIM_ALERT2 && upper) return TORSO_WEAPONREADY1; else return BOTH_STAND1; } break; //Generic tools - "everything else" case WP_4: if (upper) return TORSO_COFFEE; else return BOTH_STAND1; break; default: if (injured) return BOTH_INJURED4; else return BOTH_STAND1; break; } break; //Called when player fires their weapon case ANIM_ATTACK: //2 handed weapon - "heavy" switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_7: if (ps->pm_flags & ANIM_ALERT2) return BOTH_ATTACK2; else return BOTH_ATTACK3; break; //2 handed weapon - "light" case WP_6: if (ps->pm_flags & ANIM_ALERT2) return BOTH_ATTACK2; else { return BOTH_ATTACK3; } break; //1 handed weapon - "phaser" case WP_5: case WP_10: case WP_15: case WP_13: if (upper) return TORSO_WEAPONREADY1; else return BOTH_STAND1; break; //Other Tools "padd" case WP_3: if (upper) return TORSO_PADD1; else return BOTH_STAND1; break; //Other Tools "tricorder" case WP_2: if (upper) { if (!pm->medic) return TORSO_TRICORDER1; else return TORSO_MEDICORDER1; } else return BOTH_STAND1; break; //Other: "Medkit" case WP_11: if (upper) return TORSO_ACTIVATEMEDKIT1; else return BOTH_STAND1; break; //Other: "Hypo case WP_12: if (upper) return TORSO_HYPO1; else return BOTH_STAND1; case WP_4: if (upper) return TORSO_COFFEE; //break; default: if (upper) return TORSO_WEAPONREADY1; else return BOTH_STAND1; break; } break; //When the player jumps case ANIM_JUMP: return BOTH_JUMP1; //Wen the player jumps backwards case ANIM_JUMPB: return BOTH_JUMPBACK1; //When the player runs case ANIM_RUN: if (injured) { return BOTH_RUNINJURED1; } //2 handed weapons switch (weapon) { case WP_8: case WP_9: case WP_6: case WP_7: if (upper) return BOTH_RUN2; else return BOTH_RUN1; break; case WP_4: if (upper) return TORSO_COFFEE; //break; //EVERYTHING ELSE default: return BOTH_RUN1; } break; //When the player runs back case ANIM_RUNB: //2 handed weapons switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_6: case WP_7: if (upper) return BOTH_WALK2; else if (injured) return LEGS_WALKBACK1; else return LEGS_RUNBACK2; break; //EVERYTHING ELSE case WP_4: if (upper) return TORSO_COFFEE; default: if (upper) return BOTH_WALK1; else if (injured) return LEGS_WALKBACK1; else return LEGS_RUNBACK2; break; } break; //When the player walks case ANIM_WALK: if (ps->legsTimer > 0 && bg_emoteList[ps->legsTimer].enumName == BOTH_STAND3) return BOTH_WALK3; //2 handed weapons switch (weapon) { case WP_8: case WP_9: case WP_6: case WP_7: if (ps->pm_flags & ANIM_ALERT) return BOTH_WALK2; else if (ps->pm_flags & ANIM_ALERT2) { if (upper) return TORSO_WEAPONREADY2; else return BOTH_WALK2; } else return BOTH_WALK4; break; //Other Tools "everything else" case WP_4: if (upper) return TORSO_COFFEE; case WP_5: case WP_10: if (ps->pm_flags & ANIM_ALERT) { if (upper) return TORSO_WEAPONIDLE1; } else if (ps->pm_flags & ANIM_ALERT2) { if (upper) return TORSO_WEAPONREADY1; } default: return BOTH_WALK1; break; } break; //When the player walks baaaack case ANIM_WALKB: //2 handed weapons switch (weapon) { case WP_8: case WP_9: case WP_6: case WP_7: if (ps->pm_flags & ANIM_ALERT) { if (upper) return BOTH_WALK2; else return LEGS_WALKBACK1; } else if (ps->pm_flags & ANIM_ALERT2) { if (upper) return TORSO_WEAPONREADY2; else return LEGS_WALKBACK1; } else { if (upper) return BOTH_WALK4; else return LEGS_WALKBACK1; } break; case WP_4: if (upper) return TORSO_COFFEE; //break; case WP_5: case WP_10: if (ps->pm_flags & ANIM_ALERT && upper) return TORSO_WEAPONIDLE1; else if (ps->pm_flags & ANIM_ALERT2 && upper) return TORSO_WEAPONREADY1; //Other Tools "everything else" default: if (upper) return BOTH_WALK1; else return LEGS_WALKBACK1; break; } break; //When the player crouch walks case ANIM_CROUCHWALK: //2 handed weapons switch (weapon) { //case WP_7: case WP_6: case WP_7: if (upper) return TORSO_WEAPONREADY2; else return BOTH_CROUCH1WALK; break; case WP_8: case WP_9: if (ps->pm_flags & ANIM_ALERT2 && upper) return TORSO_WEAPONREADY2; else if (upper) return BOTH_WALK2; else return BOTH_CROUCH1WALK; break; case WP_4: if (upper) return TORSO_COFFEE; //break; case WP_5: case WP_10: if (ps->pm_flags & ANIM_ALERT && upper) return TORSO_WEAPONIDLE1; else if (ps->pm_flags & ANIM_ALERT2 && upper) return TORSO_WEAPONREADY1; //Other Tools "everything else" default: return BOTH_CROUCH1WALK; break; } break; //When the player crouch walks bak case ANIM_CROUCHWALKB: //2 handed weapons switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_6: case WP_7: if (ps->pm_flags & ANIM_ALERT2) return TORSO_WEAPONREADY2; else if (upper) return BOTH_WALK2; else return BOTH_CROUCH1WALK; break; case WP_4: if (upper) return TORSO_COFFEE; case WP_5: case WP_10: if (ps->pm_flags & ANIM_ALERT && upper) return TORSO_WEAPONIDLE1; else if (ps->pm_flags & ANIM_ALERT2 && upper) return TORSO_WEAPONREADY1; //Other Tools "everything else" default: return BOTH_CROUCH1WALK; break; } break; case ANIM_SWIM: if (!upper) { if (pm->cmd.forwardmove || pm->cmd.rightmove || pm->cmd.upmove) { return LEGS_SWIM; } } return BOTH_FLOAT1; case ANIM_FLY: return BOTH_FLOAT1; } return BOTH_STAND1; } /** * Adds a predictable event to playerstate */ void PM_AddEvent(int32_t newEvent) { BG_AddPredictableEventToPlayerstate(newEvent, 0, pm->ps); } /* ============== PM_Use Generates a use event ============== */ static const int32_t USE_DELAY = 2000; /** * Generates a use event */ void PM_Use(void) { playerState_t *ps = pm->ps; if (ps->useTime > 0) ps->useTime -= 100; if (ps->useTime > 0) { return; } if (!(pm->cmd.buttons & BUTTON_USE)) { pm->useEvent = 0; ps->useTime = 0; return; } pm->useEvent = EV_USE; ps->useTime = USE_DELAY; } /* =============== PM_AddTouchEnt =============== */ /** * Adds a touchEnt event. */ void PM_AddTouchEnt(int32_t 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++; } /** * Start torso animation */ static void PM_StartTorsoAnim(int anim, qboolean overrideEmotes) { playerState_t *ps = pm->ps; if (ps->stats[EMOTES] & EMOTE_UPPER && !overrideEmotes) { return; } if (ps->pm_type >= PM_DEAD && anim != BOTH_FALLDEATH1INAIR && anim != BOTH_FALLDEATH1LAND) { //TiM: UberHack :P return; } if (ps->stats[TORSOTIMER] > 0) { return; // a high priority animation is running } ps->stats[TORSOANIM] = ((ps->stats[TORSOANIM] & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim; } /** * Start leg animation */ static void PM_StartLegsAnim(int anim) { playerState_t *ps = pm->ps; if (ps->pm_type >= PM_DEAD && anim != BOTH_FALLDEATH1INAIR && anim != BOTH_FALLDEATH1LAND) { return; } ps->stats[LEGSANIM] = ((ps->stats[LEGSANIM] & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim; } /** * Continues the legs animation. */ static void PM_ContinueLegsAnim(int anim, qboolean overrideEmote) { playerState_t *ps = pm->ps; //override to return to idle after moving in an emote if ((ps->stats[EMOTES] & EMOTE_LOWER) && (!(ps->stats[EMOTES] & EMOTE_CLAMP_BODY) && !(ps->stats[EMOTES] & EMOTE_CLAMP_ALL)) && !overrideEmote) { if (ps->legsTimer > 0 && (ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != bg_emoteList[ps->legsTimer].enumName && (ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1) { int anim2 = PM_GetAnim(ANIM_IDLE, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse); ps->stats[LEGSANIM] = ((ps->stats[LEGSANIM] & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim2; } } if ((ps->stats[EMOTES] & EMOTE_CLAMP_BODY || ps->stats[EMOTES] & EMOTE_CLAMP_ALL) && !overrideEmote) { //EMOTE_LOWER return; } if ((ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) == anim) { return; } if (ps->stats[LEGSTIMER] > 0 && !overrideEmote) { //legsTimer return; // a high priority animation is running } PM_StartLegsAnim(anim); } /** * Continues the torso animation */ static void PM_ContinueTorsoAnim(int anim, qboolean overrideEmote) { playerState_t *ps = pm->ps; if (ps->stats[EMOTES] & EMOTE_UPPER && !overrideEmote) { return; } if ((ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT) == anim) { return; } if (ps->stats[TORSOTIMER] > 0) { return; // a high priority animation is running } PM_StartTorsoAnim(anim, overrideEmote); } /** * Force a legs animation */ static void PM_ForceLegsAnim(int anim) { playerState_t *ps = pm->ps; //OMFG UBERHACK //I'm lazy... client revive spawns players 1 unit over the ground. //THat small fall enacts this, and subsequently screws up client revive animations if ((ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1) { ps->stats[EMOTES] &= ~EMOTE_MASK_LOWER; ps->stats[LEGSTIMER] = 0; //legsTimer } PM_StartLegsAnim(anim); } /** * Force a torso animation */ static void PM_ForceTorsoAnim(int anim, qboolean overrideEmotes) { playerState_t *ps = pm->ps; if (overrideEmotes && (ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1) { ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER; ps->stats[TORSOTIMER] = 0; } PM_StartTorsoAnim(anim, overrideEmotes); } /* ================== PM_ClipVelocity ================== */ /** * Slide off of the impacting surface */ void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, double 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; float drop; playerState_t *ps = pm->ps; vel = 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->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1) { if ((pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK))) { // if getting knocked back, no friction if (!(ps->pm_flags & PMF_TIME_KNOCKBACK)) { float control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*pm_friction*pml.frametime; } } } // apply water friction even if just wading if (pm->waterlevel && !(pm->watertype & CONTENTS_LADDER)) { drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime; } //RPG-X | Phenix | 8/8/2004 //Apply EVOSUIT friction (small) if (ps->powerups[PW_EVOSUIT]) { drop += speed*pm_evosuitfriction*pml.frametime; } // apply flying friction if (ps->powerups[PW_FLIGHT] || ps->pm_type == PM_SPECTATOR) { drop += speed*pm_flightfriction*pml.frametime; } // scale the velocity newspeed = speed - drop; if (newspeed < 0) { newspeed = 0; } newspeed /= speed; vel[0] = vel[0] * newspeed; vel[1] = vel[1] * newspeed; vel[2] = vel[2] * newspeed; } /* ============== PM_Accelerate ============== */ /** * Handles user intended acceleration */ static void PM_Accelerate(vec3_t wishdir, float wishspeed, float accel) { #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 ============ */ /** * \return 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 ================ */ /** * Determines the rotation of the legs reletive * to the facing dir */ static void PM_SetMovementDir(void) { playerState_t *ps = pm->ps; usercmd_t *cmd = &pm->cmd; if (cmd->forwardmove || cmd->rightmove) { if (cmd->rightmove == 0 && cmd->forwardmove > 0) { ps->movementDir = 0; } else if (cmd->rightmove < 0 && cmd->forwardmove > 0) { ps->movementDir = 1; } else if (cmd->rightmove < 0 && cmd->forwardmove == 0) { ps->movementDir = 2; } else if (cmd->rightmove < 0 && cmd->forwardmove < 0) { ps->movementDir = 3; } else if (cmd->rightmove == 0 && cmd->forwardmove < 0) { ps->movementDir = 4; } else if (cmd->rightmove > 0 && cmd->forwardmove < 0) { ps->movementDir = 5; } else if (cmd->rightmove > 0 && cmd->forwardmove == 0) { ps->movementDir = 6; } else if (cmd->rightmove > 0 && cmd->forwardmove > 0) { 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 (ps->movementDir == 2) { ps->movementDir = 1; } else if (ps->movementDir == 6) { ps->movementDir = 7; } } } /* ============= PM_CheckJump ============= */ /** * Checks if jumping is allowed */ static qboolean PM_CheckJump(void) { playerState_t *ps = pm->ps; if (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 (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; ps->pm_flags |= PMF_JUMP_HELD; ps->groundEntityNum = ENTITYNUM_NONE; ps->velocity[2] = JUMP_VELOCITY; PM_AddEvent(EV_JUMP); if (pm->cmd.forwardmove >= 0) { PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse)); //BOTH_JUMP if (ps->weaponstate == WEAPON_READY) PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue); ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if (ps->weaponstate == WEAPON_READY) PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue)); //LEGS_JUMPB ps->pm_flags |= PMF_BACKWARDS_JUMP; } return qtrue; } /* ============= PM_CheckWaterJump ============= */ /** * Checks if jumping out of water is allowed */ static qboolean PM_CheckWaterJump(void) { vec3_t spot; int cont; vec3_t flatforward; playerState_t *ps = pm->ps; if (ps->pm_time) { return qfalse; } // check for water jump if (pm->waterlevel != 2) { return qfalse; } if (pm->watertype & CONTENTS_LADDER) { if (ps->velocity[2] <= 0) return qfalse; } flatforward[0] = pml.forward[0]; flatforward[1] = pml.forward[1]; flatforward[2] = 0; VectorNormalize(flatforward); VectorMA(ps->origin, 30, flatforward, spot); spot[2] += 4; cont = pm->pointcontents(spot, ps->clientNum); if (!(cont & CONTENTS_SOLID)) { return qfalse; } spot[2] += 16; cont = pm->pointcontents(spot, ps->clientNum); if (cont) { return qfalse; } // jump out of water VectorScale(pml.forward, 200, ps->velocity); ps->velocity[2] = 350; ps->pm_flags |= PMF_TIME_WATERJUMP; ps->pm_time = 2000; return qtrue; } //============================================================================ /* =================== PM_WaterJumpMove =================== */ /** * Flying out of the water */ static void PM_WaterJumpMove(void) { playerState_t *ps = pm->ps; // waterjump has no control, but falls PM_StepSlideMove(qtrue); ps->velocity[2] -= ps->gravity * pml.frametime; if (ps->velocity[2] < 0) { // cancel as soon as we are falling down again ps->pm_flags &= ~PMF_ALL_TIMES; ps->pm_time = 0; } } /* =================== PM_WaterMove =================== */ /** * Handles movement in water */ static void PM_WaterMove(void) { vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; playerState_t *ps = pm->ps; if (PM_CheckWaterJump()) { PM_WaterJumpMove(); return; } #if 0 // jump = head for surface if ( pm->cmd.upmove >= 10 ) { if (ps->velocity[2] > -300) { if ( pm->watertype == CONTENTS_WATER ) { ps->velocity[2] = 100; } else if (pm->watertype == CONTENTS_SLIME) { ps->velocity[2] = 80; } else { ps->velocity[2] = 50; } } } #endif PM_Friction(); scale = PM_CmdScale(&pm->cmd); // // user intentions // if (!scale) { wishvel[0] = 0; wishvel[1] = 0; if (pm->watertype & CONTENTS_LADDER) { wishvel[2] = 0; } else { wishvel[2] = -60; // sink towards bottom } } else { int i; for (i = 0; i < 3; i++) { wishvel[i] = scale * pml.forward[i] * pm->cmd.forwardmove + scale * pml.right[i] * pm->cmd.rightmove; } wishvel[2] += scale * pm->cmd.upmove; } VectorCopy(wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (pm->watertype & CONTENTS_LADDER) //ladder { if (wishspeed > ps->speed * pm_ladderScale) { wishspeed = ps->speed * pm_ladderScale; } PM_Accelerate(wishdir, wishspeed, pm_flyaccelerate); } else { if (wishspeed > ps->speed * pm_swimScale) { wishspeed = ps->speed * pm_swimScale; } PM_Accelerate(wishdir, wishspeed, pm_wateraccelerate); } // make sure we can go up slopes easily under water if (pml.groundPlane && DotProduct(ps->velocity, pml.groundTrace.plane.normal) < 0) { float vel = VectorLength(ps->velocity); // slide along the ground plane PM_ClipVelocity(ps->velocity, pml.groundTrace.plane.normal, ps->velocity, OVERCLIP); VectorNormalize(ps->velocity); VectorScale(ps->velocity, vel, ps->velocity); } PM_SlideMove(qfalse); } /* =================== PM_FlyMove Only with the flight powerup TiM: Good... if this handles spectators too, I'm sunk >.< Oh crap... it does lol =================== */ /** * Handles fly movement (e.g. flight powerup or spectator movement) */ static void PM_FlyMove(void) { vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; playerState_t *ps = pm->ps; // normal slowdown PM_Friction(); scale = PM_CmdScale(&pm->cmd); // // user intentions // if (!scale) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = 0; } else { int i; for (i = 0; i < 3; i++) { if (ps->pm_type == PM_SPECTATOR) { wishvel[i] = scale * pml.forward[i] * pm->cmd.forwardmove + scale * pml.right[i] * pm->cmd.rightmove; } else { //TiM - Vertical is no longer a hardcoded constant direction wishvel[i] = scale * pml.forward[i] * pm->cmd.forwardmove + scale * pml.right[i] * pm->cmd.rightmove + scale * pml.up[i] * pm->cmd.upmove; //TiM - Set directions PM_SetMovementDir(); } } if (ps->pm_type == PM_SPECTATOR) wishvel[2] += scale * pm->cmd.upmove; } VectorCopy(wishvel, wishdir); wishspeed = VectorNormalize(wishdir); PM_Accelerate(wishdir, wishspeed, pm_flyaccelerate); if (ps->weaponstate == WEAPON_READY) PM_ContinueTorsoAnim(PM_GetAnim(ANIM_FLY, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); PM_ContinueLegsAnim(PM_GetAnim(ANIM_FLY, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); PM_StepSlideMove(qfalse); } /* =================== PM_AirMove =================== */ /** * Handles movement during air time (e.g. falling) */ 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); } PM_StepSlideMove(qtrue); } /* =================== PM_WalkMove =================== */ /** * Handles walk movement */ 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; playerState_t *ps = pm->ps; 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 VectorCopy(wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // clamp the speed lower if ducking if (ps->pm_flags & PMF_DUCKED) { if (wishspeed > ps->speed * pm_duckScale) { wishspeed = 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 > ps->speed * waterScale) { wishspeed = 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) || ps->pm_flags & PMF_TIME_KNOCKBACK) { accelerate = pm_airaccelerate; } else { accelerate = pm_accelerate; } PM_Accelerate(wishdir, wishspeed, accelerate); if ((pml.groundTrace.surfaceFlags & SURF_SLICK) || ps->pm_flags & PMF_TIME_KNOCKBACK) { ps->velocity[2] -= ps->gravity * pml.frametime; } vel = VectorLength(ps->velocity); // slide along the ground plane PM_ClipVelocity(ps->velocity, pml.groundTrace.plane.normal, ps->velocity, OVERCLIP); // don't decrease velocity when going up or down a slope VectorNormalize(ps->velocity); VectorScale(ps->velocity, vel, ps->velocity); // don't do anything if standing still if (!ps->velocity[0] && !ps->velocity[1]) { return; } PM_StepSlideMove(qfalse); } /* ============== PM_DeadMove ============== */ /** * Handles movement while dead */ static void PM_DeadMove(void) { float forward; playerState_t *ps = pm->ps; if (!pml.walking) { return; } // extra friction forward = VectorLength(ps->velocity); forward -= 20; if (forward <= 0) { VectorClear(ps->velocity); } else { VectorNormalize(ps->velocity); VectorScale(ps->velocity, forward, ps->velocity); } } /* =============== PM_NoclipMove =============== */ /** * Handles noclip movement */ 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; playerState_t *ps = pm->ps; ps->viewheight = DEFAULT_VIEWHEIGHT; // friction speed = VectorLength(ps->velocity); if (speed < 1) { VectorCopy(vec3_origin, 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(ps->velocity, newspeed, 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(ps->origin, pml.frametime, ps->velocity, ps->origin); } /* =================== PM_FreezeMove =================== */ /** * Handles movement whole freezed */ static void PM_FreezeMove(void) { trace_t trace; short temp, i; vec3_t moveto; playerState_t *ps = pm->ps; pm->mins[0] = DEFAULT_MINS_0; //-15 pm->mins[1] = DEFAULT_MINS_1; pm->maxs[0] = DEFAULT_MAXS_0; //15 pm->maxs[1] = DEFAULT_MAXS_1; pm->mins[2] = MINS_Z; // stand up if possible if (ps->pm_flags & PMF_DUCKED) { // try to stand up pm->maxs[2] = 36; //32 pm->trace(&trace, ps->origin, pm->mins, pm->maxs, ps->origin, ps->clientNum, pm->tracemask); if (!trace.allsolid) ps->pm_flags &= ~PMF_DUCKED; } if (ps->pm_flags & PMF_DUCKED && (!(ps->stats[EMOTES] & EMOTE_LOWER) && !ps->powerups[PW_FLIGHT] && !((ps->powerups[PW_EVOSUIT]) && (ps->gravity == 0)))) { pm->maxs[2] = 16; ps->viewheight = CROUCH_VIEWHEIGHT; } else { if (ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0) { pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight; ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight; } else { ps->viewheight = DEFAULT_VIEWHEIGHT; } } // circularly clamp the angles with deltas for (i = 0; i<3; i++) { temp = pm->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 - pm->cmd.angles[i]; temp = 16000; } else if (temp < -16000) { ps->delta_angles[i] = -16000 - pm->cmd.angles[i]; temp = -16000; } } } VectorCopy(ps->origin, moveto); moveto[2] -= 16; // test the player position if they were a stepheight higher pm->trace(&trace, ps->origin, pm->mins, pm->maxs, moveto, ps->clientNum, pm->tracemask); if (trace.fraction < 1.0) { // Something just below, snap to it, to prevent a little "hop" after the holodeck fades in. VectorCopy(trace.endpos, ps->origin); ps->groundEntityNum = trace.entityNum; // Touch it. PM_AddTouchEnt(trace.entityNum); } } //============================================================================ //RPG-X | GSIO01 | 20/05/2009: /** * Get the corresponding landing sound for each surface type */ static int PM_LandsoundForSurface(int fallType) { if (pm->ps->stats[PW_INVIS]) return 0; switch (fallType) { case 1: if (pml.groundTrace.surfaceFlags & SURF_GRASS) return EV_FALL_MEDIUM_GRASS; else if (pml.groundTrace.surfaceFlags & SURF_GRAVEL) return EV_FALL_MEDIUM_GRAVEL; else if (pml.groundTrace.surfaceFlags & SURF_SNOW) return EV_FALL_MEDIUM_SNOW; else if (pml.groundTrace.surfaceFlags & SURF_WOOD) return EV_FALL_MEDIUM_WOOD; else return EV_FALL_MEDIUM; break; case 2: if (pml.groundTrace.surfaceFlags & SURF_GRASS) return EV_FALL_FAR_GRASS; else if (pml.groundTrace.surfaceFlags & SURF_GRAVEL) return EV_FALL_FAR_GRAVEL; else if (pml.groundTrace.surfaceFlags & SURF_SNOW) return EV_FALL_FAR_SNOW; else if (pml.groundTrace.surfaceFlags & SURF_WOOD) return EV_FALL_FAR_WOOD; else return EV_FALL_FAR; break; default: if (pml.groundTrace.surfaceFlags & SURF_GRASS) return EV_FALL_SHORT_GRASS; else if (pml.groundTrace.surfaceFlags & SURF_GRAVEL) return EV_FALL_SHORT_GRAVEL; else if (pml.groundTrace.surfaceFlags & SURF_SNOW) return EV_FALL_SHORT_SNOW; else if (pml.groundTrace.surfaceFlags & SURF_WOOD) return EV_FALL_SHORT_WOOD; else return EV_FALL_SHORT; break; } } /* ================ PM_FootstepForSurface ================ */ /** * \return an event number apropriate for the groundsurface */ static int PM_FootstepForSurface(void) { //cloaked people make no noise if (pml.groundTrace.surfaceFlags & SURF_NOSTEPS || pm->ps->stats[PW_INVIS]) { return 0; } if (pml.groundTrace.surfaceFlags & SURF_METALSTEPS) { return EV_FOOTSTEP_METAL; } //RPG-X | GSIO01 | 20.05.2009 | START MOD if (pml.groundTrace.surfaceFlags & SURF_GRASS) { return EV_FOOTSTEP_GRASS; } if (pml.groundTrace.surfaceFlags & SURF_GRAVEL) { return EV_FOOTSTEP_GRAVEL; } if (pml.groundTrace.surfaceFlags & SURF_SNOW) { return EV_FOOTSTEP_SNOW; } if (pml.groundTrace.surfaceFlags & SURF_WOOD) { return EV_FOOTSTEP_WOOD; } //RPG-X | GSIO01 | 20.05.2009 | END MOD 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; playerState_t *ps = pm->ps; // calculate the exact velocity on landing dist = ps->origin[2] - pml.previous_origin[2]; vel = pml.previous_velocity[2]; acc = -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 (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 > 55 || ps->stats[STAT_HEALTH] <= 1) { //60 //TiM a bit hacky, but I want this to play any time we fall when dead PM_AddEvent(PM_LandsoundForSurface(2)); //GSIO01 | 20/05/2009 } else if (delta > 35) { //40 // this is a pain grunt, so don't play it if dead if (ps->stats[STAT_HEALTH] > 1) { //0 PM_AddEvent(PM_LandsoundForSurface(1)); //GSIO01 | 20/05/2009 } } else if (delta > 5) { //7 PM_AddEvent(PM_LandsoundForSurface(0)); //GSIO01 | 20/05/2009 } else { PM_AddEvent(PM_FootstepForSurface()); } } // start footstep cycle over ps->bobCycle = 0; //TiM: was commented out... :P } /* ============= PM_CorrectAllSolid ============= */ static 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_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; playerState_t *ps = pm->ps; if (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(ps->origin, point); point[2] -= 64; pm->trace(&trace, ps->origin, pm->mins, pm->maxs, point, ps->clientNum, pm->tracemask); if (trace.fraction == 1.0 && (ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1) { if (pm->cmd.forwardmove >= 0) { PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse)); if (ps->weaponstate == WEAPON_READY) PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue); ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse)); if (ps->weaponstate == WEAPON_READY) PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue); ps->pm_flags |= PMF_BACKWARDS_JUMP; } } } ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; } /* ============= PM_GroundTrace ============= */ /** * Does ad trace to the ground */ static void PM_GroundTrace(void) { vec3_t point; trace_t trace; playerState_t *ps = pm->ps; point[0] = ps->origin[0]; point[1] = ps->origin[1]; point[2] = ps->origin[2] - 0.25; pm->trace(&trace, ps->origin, pm->mins, pm->maxs, point, ps->clientNum, pm->tracemask); pml.groundTrace = trace; // do something corrective if the trace starts in a solid... if (trace.allsolid) { PM_CorrectAllSolid(); return; } // if the trace didn't hit anything, we are in free fall if (trace.fraction == 1.0) { PM_GroundTraceMissed(); pml.groundPlane = qfalse; pml.walking = qfalse; return; } // check if getting thrown off the ground if (ps->velocity[2] > 0 && DotProduct(ps->velocity, trace.plane.normal) > 10 && (ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1) { if (pm->debugLevel) { Com_Printf("%i:kickoff\n", c_pmove); } // go into jump animation if (pm->cmd.forwardmove >= 0) { PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse)); if (ps->weaponstate == WEAPON_READY) PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue); ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse)); if (ps->weaponstate == WEAPON_READY) PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue); ps->pm_flags |= PMF_BACKWARDS_JUMP; } 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) 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 (ps->pm_flags & PMF_TIME_WATERJUMP) { ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND); ps->pm_time = 0; } if (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 ps->pm_flags |= PMF_TIME_LAND; ps->pm_time = 250; } } ps->groundEntityNum = trace.entityNum; PM_AddTouchEnt(trace.entityNum); } /* ============= PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving ============= */ /** * Set water level */ static void PM_SetWaterLevel(void) { vec3_t point; int cont; playerState_t *ps = pm->ps; // // get waterlevel, accounting for ducking // pm->waterlevel = 0; pm->watertype = 0; point[0] = ps->origin[0]; point[1] = ps->origin[1]; point[2] = ps->origin[2] + MINS_Z + 1; cont = pm->pointcontents(point, ps->clientNum); if (cont & (MASK_WATER | CONTENTS_LADDER)) { int sample2 = ps->viewheight - MINS_Z; int sample1 = sample2 / 2; pm->watertype = cont; pm->waterlevel = 1; point[2] = ps->origin[2] + MINS_Z + sample1; cont = pm->pointcontents(point, ps->clientNum); if (cont & (MASK_WATER | CONTENTS_LADDER)) { pm->waterlevel = 2; point[2] = ps->origin[2] + MINS_Z + sample2; cont = pm->pointcontents(point, ps->clientNum); if (cont & (MASK_WATER | CONTENTS_LADDER)){ pm->waterlevel = 3; } } } } /* ============== PM_CheckDuck ============== */ /** * Sets mins, maxs, and pm->ps->viewheight */ static void PM_CheckDuck(void) { trace_t trace; playerState_t *ps = pm->ps; pm->mins[0] = DEFAULT_MINS_0; //-15 pm->mins[1] = DEFAULT_MINS_1; pm->maxs[0] = DEFAULT_MAXS_0; pm->maxs[1] = DEFAULT_MAXS_1; pm->mins[2] = MINS_Z; if (ps->pm_type == PM_DEAD) { pm->maxs[2] = -8; ps->viewheight = DEAD_VIEWHEIGHT; return; } if (pm->cmd.upmove < 0) { // duck ps->pm_flags |= PMF_DUCKED; } else { // stand up if possible if (ps->pm_flags & PMF_DUCKED) { // try to stand up pm->maxs[2] = 36; //32 pm->trace(&trace, ps->origin, pm->mins, pm->maxs, ps->origin, ps->clientNum, pm->tracemask); if (!trace.allsolid) ps->pm_flags &= ~PMF_DUCKED; } } if (ps->pm_flags & PMF_DUCKED && !((ps->stats[EMOTES] & EMOTE_LOWER) || ps->powerups[PW_FLIGHT] || (ps->powerups[PW_EVOSUIT] && ps->gravity == 0))) { pm->maxs[2] = 16; ps->viewheight = CROUCH_VIEWHEIGHT; } else { if (ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0) { pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight; ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight; } else { pm->maxs[2] = 36; pm->mins[2] = MINS_Z; ps->viewheight = DEFAULT_VIEWHEIGHT; } } } //=================================================================== //static qboolean ps->didFly; //static /* =============== PM_Footsteps =============== */ /** * Does what it name suggests it handles footsteps. */ static void PM_Footsteps(void) { float bobmove; int old; qboolean footstep; playerState_t *ps = pm->ps; // // calculate speed and cycle to be used for // all cyclic walking effects // pm->xyspeed = sqrt(ps->velocity[0] * ps->velocity[0] + ps->velocity[1] * ps->velocity[1]); pm->xyzspeed = sqrt(ps->velocity[0] * ps->velocity[0] //XVel - left + right + ps->velocity[1] * ps->velocity[1] //YVel - forward + back + ps->velocity[2] * ps->velocity[2]); //ZVel - up + down //RPG-X : TiM ***************************************************** //Cheesy Halo style death flying! if (ps->stats[STAT_HEALTH] <= 1 && !ps->powerups[PW_QUAD] && !ps->powerups[PW_BEAM_OUT]) { //if dead /*TiM: clip brushes register as ENTITYNUM_NONE (So if they landed on a shuttle model for instance, the fall anim would still loop O_o ) so they gotta be moving as well to trigger this*/ if (ps->groundEntityNum == ENTITYNUM_NONE && pm->xyzspeed && pm->waterlevel < 2) { ps->pm_flags |= ANIM_DIDFLY; PM_ContinueLegsAnim(BOTH_FALLDEATH1INAIR, qtrue); if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(BOTH_FALLDEATH1INAIR, qtrue); } } else { if (ps->pm_flags & ANIM_DIDFLY) { //TiM: Save flags. Use anim nums if possible PM_ContinueLegsAnim(BOTH_FALLDEATH1LAND, qtrue); if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(BOTH_FALLDEATH1LAND, qtrue); } } } return; } else { //Reset splat boolean if (ps->pm_flags & ANIM_DIDFLY && ps->pm_type != PM_DEAD) { ps->pm_flags &= ~ANIM_DIDFLY; } } //RPG-X : TiM ***************************************************** //Ladder Animations //If not on ladder, reset if (!(pm->watertype & CONTENTS_LADDER)) { if (ps->pm_flags & ANIM_ONLADDER) { ps->pm_flags &= ~(ANIM_ONLADDER); } if ((!(ps->stats[EMOTES] & EMOTE_UPPER) || !(ps->stats[EMOTES] & EMOTE_LOWER)) && ps->stats[EMOTES] & EMOTE_CLAMP_BODY) { ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY; } } //If on ladder, but not touching the ground if ((pm->watertype & CONTENTS_LADDER) && (ps->groundEntityNum == ENTITYNUM_NONE)) { if (!(ps->pm_flags & ANIM_ONLADDER)) { ps->pm_flags |= ANIM_ONLADDER; ps->stats[EMOTES] |= EMOTE_CLAMP_BODY; } } //Transition anim to get off ladder if ((pm->watertype & CONTENTS_LADDER) && (ps->groundEntityNum != ENTITYNUM_NONE) && (ps->pm_flags & ANIM_ONLADDER)) {//We JUST hit a ladder on the ground PM_ContinueLegsAnim(BOTH_OFFLADDER_BOT1, qtrue); if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(BOTH_OFFLADDER_BOT1, qtrue); } ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY; return; } //Transition anim to get on ladder if ((pm->watertype & CONTENTS_LADDER) && (ps->groundEntityNum != ENTITYNUM_NONE) && !(ps->pm_flags & ANIM_ONLADDER)) {//We JUST hit a ladder on the ground PM_ContinueLegsAnim(BOTH_ONLADDER_BOT1, qtrue); if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(BOTH_ONLADDER_BOT1, qtrue); } return; } if (ps->groundEntityNum == ENTITYNUM_NONE) { if (pm->watertype & CONTENTS_LADDER) {//FIXME: check for watertype, save waterlevel for whether to play //the get off ladder transition anim if (ps->velocity[2]) {//going up or down it int anim; if (ps->velocity[2] > 0) { anim = BOTH_LADDER_UP1; } else { anim = BOTH_LADDER_DWN1; } PM_ContinueLegsAnim(anim, qtrue); if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(anim, qtrue); } if (fabs(ps->velocity[2]) > 5) { bobmove = 0.005 * fabs(ps->velocity[2]); // climbing bobs slow if (bobmove > 0.3) bobmove = 0.3F; } } else { PM_ContinueLegsAnim(BOTH_LADDER_IDLE, qtrue); if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(BOTH_LADDER_IDLE, qtrue); } } return; }/******************************************************************/ else { // airborne leaves position in cycle intact, but doesn't advance if (pm->waterlevel > 2) { //TiM: swimming is more hardcore now //1 if (ps->weaponstate == WEAPON_READY) PM_ContinueTorsoAnim(PM_GetAnim(ANIM_SWIM, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue); PM_ContinueLegsAnim(PM_GetAnim(ANIM_SWIM, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); } return; } } // if not trying to move if ((!ps->speed || pm->xyspeed < 1.0f || !(pm->cmd.forwardmove || pm->cmd.rightmove)) && pm->waterlevel < 3 && !ps->powerups[PW_FLIGHT] && !((ps->powerups[PW_EVOSUIT]) && (ps->gravity == 0)) ) { if (pm->xyspeed > 1.0f && !(ps->pm_flags & PMF_DUCKED) && !(ps->stats[EMOTES] & EMOTE_LOWER)) { //TiM: When you want to duck, you will duck. no delays if (!(pm->cmd.buttons & BUTTON_WALKING) && !(ps->pm_flags & PMF_DUCKED)) { if (ps->weaponstate == WEAPON_READY && !PM_HoldingSpillableWeapon()) { PM_ContinueTorsoAnim(BOTH_RUN1STOP, qtrue); //BOTH_RUN1STOP } PM_ContinueLegsAnim(BOTH_RUN1STOP, qtrue); } return; } else { // <5 ps->bobCycle = 0; // start at beginning of cycle again if (ps->pm_flags & PMF_DUCKED && !(ps->stats[EMOTES] & EMOTE_LOWER)) { if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(PM_GetAnim(ANIM_CROUCH, ps->weapon, (qboolean)(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); } PM_ContinueLegsAnim(PM_GetAnim(ANIM_CROUCH, ps->weapon, (qboolean)(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); } else { if (ps->weaponstate == WEAPON_READY) PM_ContinueTorsoAnim(PM_GetAnim(ANIM_IDLE, ps->weapon, (qboolean)(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); PM_ContinueLegsAnim(PM_GetAnim(ANIM_IDLE, ps->weapon, (qboolean)(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qfalse); } } return; } footstep = qfalse; //TiM : Kill this when swimming as it screws up animations //Also... kill when speed is 0.. running on the spot is silly lol //Also, disable when flying. It looks ludricrous if we run upside down lol if (pm->waterlevel == 3 || ps->speed == 0 || ps->powerups[PW_FLIGHT] > 0 || pm->xyspeed < 1.0f || ((ps->powerups[PW_EVOSUIT]) && (ps->gravity == 0))) { return; } if (ps->pm_flags & PMF_DUCKED) { bobmove = 0.5; // ducked characters bob much faster //HACK coz this damn thing screws up crouch firing anims otherwise T_T if (ps->weaponstate == WEAPON_READY) { PM_ContinueTorsoAnim(PM_GetAnim(ANIM_CROUCHWALK, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); } PM_ContinueLegsAnim(PM_GetAnim(ANIM_CROUCHWALK, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); // ducked characters never play footsteps } else if (ps->pm_flags & PMF_BACKWARDS_RUN) { if (!(pm->cmd.buttons & BUTTON_WALKING)) { bobmove = 0.4; // faster speeds bob faster footstep = qtrue; if (ps->weaponstate == WEAPON_READY) PM_ContinueTorsoAnim(PM_GetAnim(ANIM_RUNB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); PM_ContinueLegsAnim(PM_GetAnim(ANIM_RUNB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); //LEGS_BACK } else { bobmove = 0.3; if (ps->weaponstate == WEAPON_READY) PM_ContinueTorsoAnim(PM_GetAnim(ANIM_WALKB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); PM_ContinueLegsAnim(PM_GetAnim(ANIM_WALKB, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); //LEGS_BACK } } else { if (!(pm->cmd.buttons & BUTTON_WALKING)) { bobmove = 0.4; // faster speeds bob faster footstep = qtrue; if (ps->weaponstate == WEAPON_READY) PM_ContinueTorsoAnim(PM_GetAnim(ANIM_RUN, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); PM_ContinueLegsAnim(PM_GetAnim(ANIM_RUN, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); //LEGS_RUN } else { bobmove = 0.3; // walking bobs slow //0.3 if (ps->weaponstate == WEAPON_READY) PM_ContinueTorsoAnim(PM_GetAnim(ANIM_WALK, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); PM_ContinueLegsAnim(PM_GetAnim(ANIM_WALK, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue); //LEGS_WALK } } // check for footstep / splash sounds old = ps->bobCycle; ps->bobCycle = (int)(old + bobmove * pml.msec) & 255; // if we just crossed a cycle boundary, play an apropriate footstep event if (((old + 64) ^ (ps->bobCycle + 64)) & 128 && !ps->stats[PW_INVIS]) { if (pm->watertype & CONTENTS_LADDER) {// on ladder if (!pm->noFootsteps) { PM_AddEvent(EV_FOOTSTEP_METAL); } } else 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); } } } /* ============== PM_WaterEvents ============== */ /** * Generate sound events for entering and leaving water */ static void PM_WaterEvents(void) { // FIXME? if (pm->watertype & CONTENTS_LADDER || pm->ps->stats[PW_INVIS]) //fake water for ladder { return; } // // if just entered a water volume, play a sound // if (!pml.previous_waterlevel && pm->waterlevel) { PM_AddEvent(EV_WATER_TOUCH); } // // if 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 =============== */ /** * Begins weapon change */ static void PM_BeginWeaponChange(int weapon) { playerState_t *ps = pm->ps; if (weapon <= WP_0 || weapon >= WP_NUM_WEAPONS) { return; } if (!(ps->stats[STAT_WEAPONS] & (1 << weapon))) { return; } if (ps->weaponstate == WEAPON_DROPPING) { return; } PM_AddEvent(EV_CHANGE_WEAPON); ps->weaponstate = WEAPON_DROPPING; ps->weaponTime += 200; PM_ForceTorsoAnim(TORSO_DROPWEAP1, qfalse); } /* =============== PM_FinishWeaponChange =============== */ /** * Finishs weapon change */ static void PM_FinishWeaponChange(void) { int weapon; playerState_t *ps = pm->ps; weapon = pm->cmd.weapon; if (weapon < WP_0 || weapon >= WP_NUM_WEAPONS) { weapon = WP_0; } if (!(ps->stats[STAT_WEAPONS] & (1 << weapon))) { weapon = WP_0; } ps->weapon = weapon; ps->weaponstate = WEAPON_RAISING; ps->weaponTime += 250; PM_ForceTorsoAnim(TORSO_RAISEWEAP1, qfalse); } /* ============== PM_TorsoAnimation ============== */ /** * Once handled torso animation */ static void PM_TorsoAnimation(void) { return; } //! alt ammo usage int altAmmoUsage[WP_NUM_WEAPONS] = { 0, //!ps; // don't allow attack until all buttons are up if (ps->pm_flags & PMF_RESPAWNED) { return; } // ignore if spectator if (ps->persistant[PERS_TEAM] == TEAM_SPECTATOR) { return; } ps->rechargeTime -= pml.msec; // check for dead player if (ps->stats[STAT_HEALTH] <= 0) { ps->weapon = WP_0; return; } // check for item using if (pm->cmd.buttons & BUTTON_USE_HOLDABLE) { if (!(ps->pm_flags & PMF_USE_ITEM_HELD)) { int tag = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag; ps->pm_flags |= PMF_USE_ITEM_HELD; PM_AddEvent(EV_USE_ITEM0 + tag); // if we're placing the detpack, don't remove it from our "inventory" if ((HI_DETPACK == tag) /* || (HI_TRANSPORTER == tag)) */ && (IT_HOLDABLE == bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giType)) { // are we placing it? if (2 == ps->stats[STAT_USEABLE_PLACED]) { // we've placed the first stage of a 2-stage transporter } else if (ps->stats[STAT_USEABLE_PLACED]) { // we already placed it, we're activating it. ps->stats[STAT_HOLDABLE_ITEM] = 0; } } else { ps->stats[STAT_HOLDABLE_ITEM] = 0; } return; } } else { ps->pm_flags &= ~PMF_USE_ITEM_HELD; } // make weapon function if (ps->weaponTime > 0) { ps->weaponTime -= pml.msec; } // check for weapon change // can't change if weapon is firing, but can change // again if lowering or raising if (ps->weaponTime <= 0 || ps->weaponstate != WEAPON_FIRING) { if (ps->weapon != pm->cmd.weapon) { PM_BeginWeaponChange(pm->cmd.weapon); } } if (ps->weaponTime > 0) { return; } // change weapon if time if (ps->weaponstate == WEAPON_DROPPING) { PM_FinishWeaponChange(); return; } if (ps->weaponstate == WEAPON_RAISING) { ps->weaponstate = WEAPON_READY; PM_StartTorsoAnim(PM_GetAnim(ANIM_IDLE, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); return; } // check for fire if (!(pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_ALT_ATTACK))) { ps->weaponTime = 0; ps->weaponstate = WEAPON_READY; return; } // take an ammo away if not infinite if (ps->ammo[ps->weapon] != -1) { if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { altfired = qtrue; } else { // check for out of ammo if (!ps->ammo[ps->weapon]) { if (ps->weapon == WP_5) // phaser out of ammo is special case { ps->ammo[ps->weapon] = 0; } } } } if (ps->weapon != WP_14 && ps->weapon != WP_4 && ps->weapon != WP_1) { //Little hack. I like the idle poses for these when it crouches :) if (((ps->weapon == WP_5) || (ps->weapon == WP_6) || (ps->weapon == WP_10) || (ps->weapon == WP_7)) && (ps->pm_flags & PMF_DUCKED)) { PM_ForceTorsoAnim(PM_GetAnim(ANIM_CROUCH, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); } else { PM_ContinueTorsoAnim(PM_GetAnim(ANIM_ATTACK, ps->weapon, (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse); } //Put in this scope, so holding down the trigger on these 'no-anim' weapons won't lock //other animations. //Bots were locked in the jumping anim >.< ps->weaponstate = WEAPON_FIRING; } else { ps->weaponstate = WEAPON_READY; } // fire weapon if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { if (altfired) // it's either a legally altfirable non-phaser, or it's a phaser with ammo left { PM_AddEvent(EV_ALT_FIRE); // fixme, because I'm deducting ammo earlier, the last alt-fire shot turns into a main fire } else { PM_AddEvent(EV_FIRE_EMPTY_PHASER); } switch (ps->weapon) { default: case WP_5: addTime = 100; //If the phaser has been fired, delay the next recharge time ps->rechargeTime = PHASER_RECHARGE_TIME; break; case WP_13: addTime = 0; //500 break; case WP_8: addTime = 600;//RPG-X: RedTechie use to be 700 break; case WP_10: addTime = DISRUPTOR_DELAY; break; case WP_4: addTime = 0; //700 break; case WP_9: addTime = ALT_PHOTON_DELAY; break; case WP_1: addTime = 460; //700 break; case WP_6: addTime = 100; break; case WP_7: addTime = 500; //RPG-X: RedTechie - Use to be 1200 break; case WP_12: //RPG-X: RedTechie - Admins get faster alt fire for steam effects if (pm->admin){ addTime = 80; } else{ addTime = 1000; } break; case WP_14: addTime = 2000; break; case WP_11: addTime = 0; //1000 break; case WP_2: if (pm->admin){ addTime = ALT_TRICORDER_DELAY; } else{ addTime = 0; } break; case WP_3: addTime = 0; //500 break; case WP_15: addTime = 0; //1000 break; } } else { if (ps->ammo[ps->weapon]) { PM_AddEvent(EV_FIRE_WEAPON); } else { PM_AddEvent(EV_FIRE_EMPTY_PHASER); } switch (ps->weapon) { default: case WP_5: addTime = 100; //If the phaser has been fired, delay the next recharge time ps->rechargeTime = PHASER_RECHARGE_TIME; break; case WP_13: addTime = 1000; //1000 break; case WP_8: addTime = 460;//RPG-X: RedTechie use to be 700 break; case WP_1: addTime = 460; break; case WP_10: addTime = 100; break; case WP_4: addTime = 0; //100 break; case WP_9: addTime = PHOTON_DELAY; break; case WP_6: addTime = RIFLE_DELAY; break; case WP_7: addTime = TR116_DELAY; //RPG-X: RedTechie - Use to be 1200 break; case WP_12: addTime = 1000; break; case WP_14: addTime = 2000; //1000 break; case WP_11: addTime = 0; //1000 break; case WP_2: addTime = ALT_TRICORDER_DELAY; //1000 break; case WP_3: addTime = 0; //500 break; case WP_15: addTime = 0; //1000 break; } } if (ps->powerups[PW_HASTE]) { addTime /= 1.3; } ps->weaponTime += addTime; } /* ================ PM_Animate ================ */ static void PM_Animate(void) { playerState_t *ps = pm->ps; if (pm->cmd.buttons & BUTTON_GESTURE) { if (ps->pm_type < PM_DEAD) { if (!(ps->eFlags & EF_TALKING)) { ps->eFlags |= EF_TALKING; } } } else { if ((ps->eFlags & EF_TALKING)) { ps->eFlags &= ~EF_TALKING; } } } /* ================ PM_DropTimers ================ */ static void PM_DropTimers(void) { int newFlags; playerState_t *ps = pm->ps; // drop misc timing counter if (ps->pm_time) { if (pml.msec >= ps->pm_time) { ps->pm_flags &= ~PMF_ALL_TIMES; ps->pm_time = 0; } else { ps->pm_time -= pml.msec; } } //Count down the legs anim timer if (ps->stats[LEGSTIMER] > 0) { //legsTimer ps->stats[LEGSTIMER] -= pml.msec; if (ps->stats[LEGSTIMER] < 0) { ps->stats[LEGSTIMER] = 0; } } //if legs anim timer hit 0 if (ps->stats[LEGSTIMER] == 0) { if ((ps->stats[EMOTES] & EMOTE_LOWER) && !(ps->stats[EMOTES] & EMOTE_LOOP_LOWER)) { ps->stats[EMOTES] &= ~EMOTE_MASK_LOWER; if (ps->legsAnim > 0) { PM_ForceLegsAnim(bg_emoteList[ps->legsAnim].enumName); //TiM - Remove any data about torsos here. it's not necessary and it invalidates the check below newFlags = (bg_emoteList[ps->legsAnim].animFlags | bg_emoteList[ps->legsAnim].bodyFlags); newFlags &= ~EMOTE_MASK_UPPER; ps->stats[EMOTES] |= newFlags; ps->legsTimer = ps->legsAnim; } else { ps->legsTimer = 0; ps->legsAnim = 0; } } } if (ps->stats[TORSOTIMER] > 0) { //torsoTimer ps->stats[TORSOTIMER] -= pml.msec; if (ps->stats[TORSOTIMER] < 0) { ps->stats[TORSOTIMER] = 0; } } if (ps->stats[TORSOTIMER] == 0) { if ((ps->stats[EMOTES] & EMOTE_UPPER) && !(ps->stats[EMOTES] & EMOTE_LOOP_UPPER)) { ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER; if (ps->torsoAnim > 0) { PM_ForceTorsoAnim(bg_emoteList[ps->torsoAnim].enumName, qtrue); //TiM - Remove any data about legs here. it's not necessary and it invalidates any subsequent checks newFlags = (bg_emoteList[ps->torsoAnim].animFlags | bg_emoteList[ps->torsoAnim].bodyFlags); newFlags &= ~EMOTE_MASK_LOWER; ps->stats[EMOTES] |= newFlags; } else { ps->torsoTimer = 0; ps->torsoAnim = 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) { return; // no view changes at all } if (ps->pm_type == PM_CCAM) { return; } if (ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 1) { //RPG-X: RedTechie - This use to be 0 but in rpg-x with or without medics revive 1 health means you die! return; // no view changes at all } //TiM - Bookmark //With a flag here, a change to the client side player rotation code there, //we could actually make it EVA suit users could rotate fully in all directions //when in space. :) // circularly clamp the angles with deltas for (i = 0; i<3; i++) { temp = cmd->angles[i] + ps->delta_angles[i]; if (i == PITCH && !pm->ps->powerups[PW_FLIGHT] && !((pm->ps->powerups[PW_EVOSUIT]) && (pm->ps->gravity == 0))) { // 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 PmoveSingle(pmove_t *pmove) { playerState_t *ps = pmove->ps; 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 (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) { ps->eFlags |= EF_TALK; } else { ps->eFlags &= ~EF_TALK; } // set the firing flag for continuous beam weapons if (!(ps->pm_flags & PMF_RESPAWNED) && ps->pm_type != PM_INTERMISSION && ps->pm_type != PM_CCAM && ((pm->cmd.buttons & BUTTON_ATTACK) || (pm->cmd.buttons & BUTTON_ALT_ATTACK)) && (ps->ammo[ps->weapon] || ps->weapon == WP_5)) { if (((ps->weapon == WP_5) && (!ps->ammo[ps->weapon])) || (!(pm->cmd.buttons & BUTTON_ALT_ATTACK))) { ps->eFlags &= ~EF_ALT_FIRING; } else { ps->eFlags |= EF_ALT_FIRING; } // This flag should always get set, even when alt-firing ps->eFlags |= EF_FIRING; } else { ps->eFlags &= ~EF_FIRING; ps->eFlags &= ~EF_ALT_FIRING; } // clear the respawned flag if attack and use are cleared if (ps->stats[STAT_HEALTH] > 0 && !(pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE))) { 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) { pmove->cmd.buttons = 0; pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; if (pmove->cmd.upmove) { if (pmove->cmd.upmove > 0) { pmove->cmd.upmove = 1; } else { pmove->cmd.upmove = -1;//allow a tiny bit to keep the duck anim } } } //ph34r teh cheezy hack //Disable the ability to jump when getting up animating. //This is for the purporse of the medics revive animation if ((ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) == BOTH_GET_UP1) { pm->cmd.upmove = 0; } //If the legs are playing a non infinite loop, disable the movement keys. //Else the player slides on their feet :S if ((ps->stats[EMOTES] & EMOTE_LOWER && (ps->stats[EMOTES] & EMOTE_CLAMP_BODY)) || (ps->stats[EMOTES] & EMOTE_CLAMP_ALL)) { //EMOTE_LOWER pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; } if (ps->stats[EMOTES] & (EMOTE_LOWER | EMOTE_UPPER)) { if (pmove->cmd.buttons & MASK_KILL_EMOTES || pmove->cmd.upmove != 0) { ps->stats[EMOTES] &= ~EMOTE_MASK_BOTH; ps->legsTimer = 0; ps->stats[LEGSTIMER] = 0; } } //TiM: Injured system //Disable the ability to toggle walking, //and slow player down. :) if (ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH) { pm->cmd.buttons &= ~BUTTON_WALKING; } // clear all pmove local vars memset(&pml, 0, sizeof(pml)); // determine the time pml.msec = pmove->cmd.serverTime - ps->commandTime; if (pml.msec < 1) { pml.msec = 1; } else if (pml.msec > 200) { pml.msec = 200; } ps->commandTime = pmove->cmd.serverTime; // save old org in case we get stuck VectorCopy(ps->origin, pml.previous_origin); // save old velocity for crashlanding VectorCopy(ps->velocity, pml.previous_velocity); pml.frametime = pml.msec * 0.001; if (ps->pm_type == PM_FREEZE /*|| ps->introTime > pm->cmd.serverTime*/) { PM_FreezeMove(); return; // no movement at all } // update the viewangles PM_UpdateViewAngles(ps, &pm->cmd); AngleVectors(ps->viewangles, pml.forward, pml.right, pml.up); if (pm->cmd.upmove < 10) { // not holding jump ps->pm_flags &= ~PMF_JUMP_HELD; } // decide if backpedaling animations should be used if (pm->cmd.forwardmove < 0) { ps->pm_flags |= PMF_BACKWARDS_RUN; } else if (pm->cmd.forwardmove > 0 || (pm->cmd.forwardmove == 0 && pm->cmd.rightmove)) { ps->pm_flags &= ~PMF_BACKWARDS_RUN; } if (ps->pm_type >= PM_DEAD) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if (ps->pm_type == PM_SPECTATOR) { PM_CheckDuck(); PM_FlyMove(); PM_DropTimers(); return; } if (ps->pm_type == PM_SPECTATOR) { PM_CheckDuck(); PM_FlyMove(); PM_DropTimers(); return; } if (ps->pm_type == PM_NOCLIP) { PM_NoclipMove(); PM_DropTimers(); return; } if (ps->pm_type == PM_CCAM) { return; } if (ps->pm_type == PM_INTERMISSION) { return; // no movement at all } // set watertype, and waterlevel PM_SetWaterLevel(); if (!(pm->watertype & CONTENTS_LADDER)) {//Don't want to remember this for ladders, is only for waterlevel change events (sounds) pml.previous_waterlevel = pmove->waterlevel; } // set mins, maxs, and viewheight PM_CheckDuck(); // set groundentity PM_GroundTrace(); if (ps->pm_type == PM_DEAD) { PM_DeadMove(); } if (ps->powerups[PW_FLIGHT]) { // flight powerup doesn't allow jump and has different friction PM_FlyMove(); } else if (((ps->powerups[PW_EVOSUIT]) && (ps->gravity == 0))) { //RPG-X | Phenix | 8/8/2004 //The player is in 0 G and is wearing an evo suit... PM_FlyMove(); } else if (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(); PM_Use(); // torso animation PM_TorsoAnimation(); // footstep events / legs animations PM_Footsteps(); // entering / leaving water splashes PM_WaterEvents(); //PM_DoEmote(); PM_DropTimers(); // snap some parts of playerstate to save network bandwidth SnapVector(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; } // 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 > 66) { msec = 66; } pmove->cmd.serverTime = pmove->ps->commandTime + msec; PmoveSingle(pmove); } }