rpgxef/code/base_game/bg_pmove.cpp
Walter Julius Hennecke 9cac290629 Make all game code projects compile as cpp code
- Fixed all errors that occured due to using c++ compiler
- changed c++ standart to c++17
- removed lua, added library instead
- made all bg_* and q_* file into a shared item project
2017-09-30 21:49:31 +02:00

3424 lines
77 KiB
C++

// 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, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse)); //BOTH_JUMP
if (ps->weaponstate == WEAPON_READY)
PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse), qtrue);
PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse);
PM_ContinueLegsAnim(PM_GetAnim(ANIM_FLY, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse));
if (ps->weaponstate == WEAPON_READY)
PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue);
ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else {
PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse));
if (ps->weaponstate == WEAPON_READY)
PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse));
if (ps->weaponstate == WEAPON_READY)
PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMP, ps->weapon, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue);
ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else {
PM_ForceLegsAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse));
if (ps->weaponstate == WEAPON_READY)
PM_ForceTorsoAnim(PM_GetAnim(ANIM_JUMPB, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qtrue);
PM_ContinueLegsAnim(PM_GetAnim(ANIM_SWIM, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse);
}
PM_ContinueLegsAnim(PM_GetAnim(ANIM_CROUCHWALK, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse);
PM_ContinueLegsAnim(PM_GetAnim(ANIM_RUNB, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse);
PM_ContinueLegsAnim(PM_GetAnim(ANIM_WALKB, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse);
PM_ContinueLegsAnim(PM_GetAnim(ANIM_RUN, ps->weapon, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse);
PM_ContinueLegsAnim(PM_GetAnim(ANIM_WALK, ps->weapon, qboolean(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, //!<WP_0,
1, //!<WP_5,
8, //!<WP_6,
3, //!<WP_1,
5, //!<WP_4,
1, //!<WP_10,
1, //!<WP_8,
2, //!<WP_7,
2, //!<WP_9,
5 //!<WP_13,
};
/*
==============
PM_Weapon
==============
*/
/**
* Generates weapon events and modifes the weapon counter
*/
static void PM_Weapon(void) {
int addTime;
qboolean altfired = qfalse;
playerState_t *ps = pm->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, qboolean(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, qboolean(ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue), qfalse);
}
else
{
PM_ContinueTorsoAnim(PM_GetAnim(ANIM_ATTACK, ps->weapon, qboolean(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);
}
}