/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include #include "mathlib.h" #include "const.h" #include "minmax.h" #include "usercmd.h" #include "pm_defs.h" #include "pm_shared.h" #include "pm_movevars.h" #include "pm_debug.h" #include // NULL #include // sqrt #include // strcpy #include // atoi #include // isspace #ifdef CLIENT_DLL // Spectator Mode int iJumpSpectator; #ifndef DISABLE_JUMP_ORIGIN float vJumpOrigin[3]; float vJumpAngles[3]; #else extern float vJumpOrigin[3]; extern float vJumpAngles[3]; #endif #endif static int pm_shared_initialized = 0; #pragma warning( disable : 4305 ) typedef enum {mod_brush, mod_sprite, mod_alias, mod_studio} modtype_t; playermove_t *pmove = NULL; typedef struct { int planenum; short children[2]; // negative numbers are contents } dclipnode_t; typedef struct mplane_s { vec3_t normal; // surface normal float dist; // closest appoach to origin byte type; // for texture axis selection and fast side tests byte signbits; // signx + signy<<1 + signz<<1 byte pad[2]; } mplane_t; typedef struct hull_s { dclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; } hull_t; // Ducking time #define TIME_TO_DUCK 0.4 #define VEC_DUCK_HULL_MIN -18 #define VEC_DUCK_HULL_MAX 18 #define VEC_DUCK_VIEW 12 #define PM_DEAD_VIEWHEIGHT -8 #define MAX_CLIMB_SPEED 200 #define STUCK_MOVEUP 1 #define STUCK_MOVEDOWN -1 #define VEC_HULL_MIN -36 #define VEC_HULL_MAX 36 #define VEC_VIEW 28 #define STOP_EPSILON 0.1 #define CTEXTURESMAX 512 // max number of textures loaded #define CBTEXTURENAMEMAX 13 // only load first n chars of name #define CHAR_TEX_CONCRETE 'C' // texture types #define CHAR_TEX_METAL 'M' #define CHAR_TEX_DIRT 'D' #define CHAR_TEX_VENT 'V' #define CHAR_TEX_GRATE 'G' #define CHAR_TEX_TILE 'T' #define CHAR_TEX_SLOSH 'S' #define CHAR_TEX_WOOD 'W' #define CHAR_TEX_COMPUTER 'P' #define CHAR_TEX_GLASS 'Y' #define CHAR_TEX_FLESH 'F' #define STEP_CONCRETE 0 // default step sound #define STEP_METAL 1 // metal floor #define STEP_DIRT 2 // dirt, sand, rock #define STEP_VENT 3 // ventillation duct #define STEP_GRATE 4 // metal grating #define STEP_TILE 5 // floor tiles #define STEP_SLOSH 6 // shallow liquid puddle #define STEP_WADE 7 // wading in liquid #define STEP_LADDER 8 // climbing ladder #define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet #define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet #define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second. #define PLAYER_MIN_BOUNCE_SPEED 200 #define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast. #define PLAYER_LONGJUMP_SPEED 350 // how fast we longjump #define PLAYER_DUCKING_MULTIPLIER 0.333 // double to float warning #pragma warning(disable : 4244) // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 #define MAX_CLIENTS 32 #define CONTENTS_CURRENT_0 -9 #define CONTENTS_CURRENT_90 -10 #define CONTENTS_CURRENT_180 -11 #define CONTENTS_CURRENT_270 -12 #define CONTENTS_CURRENT_UP -13 #define CONTENTS_CURRENT_DOWN -14 #define CONTENTS_TRANSLUCENT -15 static vec3_t rgv3tStuckTable[54]; static int rgStuckLast[MAX_CLIENTS][2]; // Texture names static int gcTextures = 0; static char grgszTextureName[CTEXTURESMAX][CBTEXTURENAMEMAX]; static char grgchTextureType[CTEXTURESMAX]; int g_onladder = 0; void PM_SwapTextures( int i, int j ) { char chTemp; char szTemp[ CBTEXTURENAMEMAX ]; strcpy( szTemp, grgszTextureName[ i ] ); chTemp = grgchTextureType[ i ]; strcpy( grgszTextureName[ i ], grgszTextureName[ j ] ); grgchTextureType[ i ] = grgchTextureType[ j ]; strcpy( grgszTextureName[ j ], szTemp ); grgchTextureType[ j ] = chTemp; } void PM_SortTextures( void ) { // Bubble sort, yuck, but this only occurs at startup and it's only 512 elements... // int i, j; for ( i = 0 ; i < gcTextures; i++ ) { for ( j = i + 1; j < gcTextures; j++ ) { if ( stricmp( grgszTextureName[ i ], grgszTextureName[ j ] ) > 0 ) { // Swap // PM_SwapTextures( i, j ); } } } } void PM_InitTextureTypes() { char buffer[512]; int i, j; byte *pMemFile; int fileSize, filePos; static qboolean bTextureTypeInit = false; if ( bTextureTypeInit ) return; memset(&(grgszTextureName[0][0]), 0, CTEXTURESMAX * CBTEXTURENAMEMAX); memset(grgchTextureType, 0, CTEXTURESMAX); gcTextures = 0; memset(buffer, 0, 512); fileSize = pmove->COM_FileSize( "sound/materials.txt" ); pMemFile = pmove->COM_LoadFile( "sound/materials.txt", 5, NULL ); if ( !pMemFile ) return; filePos = 0; // for each line in the file... while ( pmove->memfgets( pMemFile, fileSize, &filePos, buffer, 511 ) != NULL && (gcTextures < CTEXTURESMAX) ) { // skip whitespace i = 0; while(buffer[i] && isspace(buffer[i])) i++; if (!buffer[i]) continue; // skip comment lines if (buffer[i] == '/' || !isalpha(buffer[i])) continue; // get texture type grgchTextureType[gcTextures] = toupper(buffer[i++]); // skip whitespace while(buffer[i] && isspace(buffer[i])) i++; if (!buffer[i]) continue; // get sentence name j = i; while (buffer[j] && !isspace(buffer[j])) j++; if (!buffer[j]) continue; // null-terminate name and save in sentences array j = min (j, CBTEXTURENAMEMAX-1+i); buffer[j] = 0; strcpy(&(grgszTextureName[gcTextures++][0]), &(buffer[i])); } // Must use engine to free since we are in a .dll pmove->COM_FreeFile ( pMemFile ); PM_SortTextures(); bTextureTypeInit = true; } char PM_FindTextureType( char *name ) { int left, right, pivot; int val; assert( pm_shared_initialized ); left = 0; right = gcTextures - 1; while ( left <= right ) { pivot = ( left + right ) / 2; val = strnicmp( name, grgszTextureName[ pivot ], CBTEXTURENAMEMAX-1 ); if ( val == 0 ) { return grgchTextureType[ pivot ]; } else if ( val > 0 ) { left = pivot + 1; } else if ( val < 0 ) { right = pivot - 1; } } return CHAR_TEX_CONCRETE; } void PM_PlayStepSound( int step, float fvol ) { static int iSkipStep = 0; int irand; vec3_t hvel; pmove->iStepLeft = !pmove->iStepLeft; if ( !pmove->runfuncs ) { return; } irand = pmove->RandomLong(0,1) + ( pmove->iStepLeft * 2 ); // FIXME mp_footsteps needs to be a movevar if ( pmove->multiplayer && !pmove->movevars->footsteps ) return; VectorCopy( pmove->velocity, hvel ); hvel[2] = 0.0; if ( pmove->multiplayer && ( !g_onladder && Length( hvel ) <= 220 ) ) return; // irand - 0,1 for right foot, 2,3 for left foot // used to alternate left and right foot // FIXME, move to player state switch (step) { default: case STEP_CONCRETE: switch (irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_METAL: switch(irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_DIRT: switch(irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_VENT: switch(irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_GRATE: switch(irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_TILE: if ( !pmove->RandomLong(0,4) ) irand = 4; switch(irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 4: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile5.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_SLOSH: switch(irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_WADE: if ( iSkipStep == 0 ) { iSkipStep++; break; } if ( iSkipStep++ == 3 ) { iSkipStep = 0; } switch (irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; case STEP_LADDER: switch(irand) { // right foot case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; // left foot case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; } break; } } int PM_MapTextureTypeStepType(char chTextureType) { switch (chTextureType) { default: case CHAR_TEX_CONCRETE: return STEP_CONCRETE; case CHAR_TEX_METAL: return STEP_METAL; case CHAR_TEX_DIRT: return STEP_DIRT; case CHAR_TEX_VENT: return STEP_VENT; case CHAR_TEX_GRATE: return STEP_GRATE; case CHAR_TEX_TILE: return STEP_TILE; case CHAR_TEX_SLOSH: return STEP_SLOSH; } } /* ==================== PM_CatagorizeTextureType Determine texture info for the texture we are standing on. ==================== */ void PM_CatagorizeTextureType( void ) { vec3_t start, end; const char *pTextureName; VectorCopy( pmove->origin, start ); VectorCopy( pmove->origin, end ); // Straight down end[2] -= 64; // Fill in default values, just in case. pmove->sztexturename[0] = '\0'; pmove->chtexturetype = CHAR_TEX_CONCRETE; pTextureName = pmove->PM_TraceTexture( pmove->onground, start, end ); if ( !pTextureName ) return; // strip leading '-0' or '+0~' or '{' or '!' if (*pTextureName == '-' || *pTextureName == '+') pTextureName += 2; if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') pTextureName++; // '}}' strcpy( pmove->sztexturename, pTextureName); pmove->sztexturename[ CBTEXTURENAMEMAX - 1 ] = 0; // get texture type pmove->chtexturetype = PM_FindTextureType( pmove->sztexturename ); } void PM_UpdateStepSound( void ) { int fWalking; float fvol; vec3_t knee; vec3_t feet; vec3_t center; float height; float speed; float velrun; float velwalk; float flduck; int fLadder; int step; if ( pmove->flTimeStepSound > 0 ) return; if ( pmove->flags & FL_FROZEN ) return; PM_CatagorizeTextureType(); speed = Length( pmove->velocity ); // determine if we are on a ladder //The Barnacle Grapple sets the FL_IMMUNE_LAVA flag to indicate that the player is not on a ladder - Solokiller fLadder = ( pmove->movetype == MOVETYPE_FLY ) && !( pmove->flags & FL_IMMUNE_LAVA );// IsOnLadder(); // UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!! if ( ( pmove->flags & FL_DUCKING) || fLadder ) { velwalk = 60; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow velrun = 80; // UNDONE: Move walking to server flduck = 100; } else { velwalk = 120; velrun = 210; flduck = 0; } // If we're on a ladder or on the ground, and we're moving fast enough, // play step sound. Also, if pmove->flTimeStepSound is zero, get the new // sound right away - we just started moving in new level. if ( (fLadder || ( pmove->onground != -1 ) ) && ( Length( pmove->velocity ) > 0.0 ) && ( speed >= velwalk || !pmove->flTimeStepSound ) ) { fWalking = speed < velrun; VectorCopy( pmove->origin, center ); VectorCopy( pmove->origin, knee ); VectorCopy( pmove->origin, feet ); height = pmove->player_maxs[ pmove->usehull ][ 2 ] - pmove->player_mins[ pmove->usehull ][ 2 ]; knee[2] = pmove->origin[2] - 0.3 * height; feet[2] = pmove->origin[2] - 0.5 * height; // find out what we're stepping in or on... if (fLadder) { step = STEP_LADDER; fvol = 0.35; pmove->flTimeStepSound = 350; } else if ( pmove->PM_PointContents ( knee, NULL ) == CONTENTS_WATER ) { step = STEP_WADE; fvol = 0.65; pmove->flTimeStepSound = 600; } else if ( pmove->PM_PointContents ( feet, NULL ) == CONTENTS_WATER ) { step = STEP_SLOSH; fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; } else { // find texture under player, if different from current texture, // get material type step = PM_MapTextureTypeStepType( pmove->chtexturetype ); switch ( pmove->chtexturetype ) { default: case CHAR_TEX_CONCRETE: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; case CHAR_TEX_METAL: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; case CHAR_TEX_DIRT: fvol = fWalking ? 0.25 : 0.55; pmove->flTimeStepSound = fWalking ? 400 : 300; break; case CHAR_TEX_VENT: fvol = fWalking ? 0.4 : 0.7; pmove->flTimeStepSound = fWalking ? 400 : 300; break; case CHAR_TEX_GRATE: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; case CHAR_TEX_TILE: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; case CHAR_TEX_SLOSH: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; } } pmove->flTimeStepSound += flduck; // slower step time if ducking // play the sound // 35% volume if ducking if ( pmove->flags & FL_DUCKING ) { fvol *= 0.35; } PM_PlayStepSound( step, fvol ); } } /* ================ PM_AddToTouched Add's the trace result to touch list, if contact is not already in list. ================ */ qboolean PM_AddToTouched(pmtrace_t tr, vec3_t impactvelocity) { int i; for (i = 0; i < pmove->numtouch; i++) { if (pmove->touchindex[i].ent == tr.ent) break; } if (i != pmove->numtouch) // Already in list. return false; VectorCopy( impactvelocity, tr.deltavelocity ); if (pmove->numtouch >= MAX_PHYSENTS) pmove->Con_DPrintf("Too many entities were touched!\n"); pmove->touchindex[pmove->numtouch++] = tr; return true; } /* ================ PM_CheckVelocity See if the player has a bogus velocity value. ================ */ void PM_CheckVelocity () { int i; // // bound velocity // for (i=0 ; i<3 ; i++) { // See if it's bogus. if (IS_NAN(pmove->velocity[i])) { pmove->Con_Printf ("PM Got a NaN velocity %i\n", i); pmove->velocity[i] = 0; } if (IS_NAN(pmove->origin[i])) { pmove->Con_Printf ("PM Got a NaN origin on %i\n", i); pmove->origin[i] = 0; } // Bound it. if (pmove->velocity[i] > pmove->movevars->maxvelocity) { pmove->Con_DPrintf ("PM Got a velocity too high on %i\n", i); pmove->velocity[i] = pmove->movevars->maxvelocity; } else if (pmove->velocity[i] < -pmove->movevars->maxvelocity) { pmove->Con_DPrintf ("PM Got a velocity too low on %i\n", i); pmove->velocity[i] = -pmove->movevars->maxvelocity; } } } /* ================== PM_ClipVelocity Slide off of the impacting object returns the blocked flags: 0x01 == floor 0x02 == step / wall ================== */ int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; float angle; int i, blocked; angle = normal[ 2 ]; blocked = 0x00; // Assume unblocked. if (angle > 0) // If the plane that is blocking us has a positive z component, then assume it's a floor. blocked |= 0x01; // if (!angle) // If the plane has no Z, it is vertical (wall/step) blocked |= 0x02; // // Determine how far along plane to slide based on incoming direction. // Scale by overbounce factor. backoff = DotProduct (in, normal) * overbounce; for (i=0 ; i<3 ; i++) { change = normal[i]*backoff; out[i] = in[i] - change; // If out velocity is too small, zero it out. if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } // Return blocking flags. return blocked; } void PM_AddCorrectGravity () { float ent_gravity; if ( pmove->waterjumptime ) return; if (pmove->gravity) ent_gravity = pmove->gravity; else ent_gravity = 1.0; // Add gravity so they'll be in the correct position during movement // yes, this 0.5 looks wrong, but it's not. pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * 0.5 * pmove->frametime ); pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime; pmove->basevelocity[2] = 0; PM_CheckVelocity(); } void PM_FixupGravityVelocity () { float ent_gravity; if ( pmove->waterjumptime ) return; if (pmove->gravity) ent_gravity = pmove->gravity; else ent_gravity = 1.0; // Get the correct velocity for the end of the dt pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * pmove->frametime * 0.5 ); PM_CheckVelocity(); } /* ============ PM_FlyMove The basic solid body movement clip that slides along multiple planes ============ */ int PM_FlyMove (void) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity; vec3_t new_velocity; int i, j; pmtrace_t trace; vec3_t end; float time_left, allFraction; int blocked; numbumps = 4; // Bump up to four times blocked = 0; // Assume not blocked numplanes = 0; // and not sliding along any planes VectorCopy (pmove->velocity, original_velocity); // Store original velocity VectorCopy (pmove->velocity, primal_velocity); allFraction = 0; time_left = pmove->frametime; // Total time for this movement operation. for (bumpcount=0 ; bumpcountvelocity[0] && !pmove->velocity[1] && !pmove->velocity[2]) break; // Assume we can move all the way from the current origin to the // end point. for (i=0 ; i<3 ; i++) end[i] = pmove->origin[i] + time_left * pmove->velocity[i]; // See if we can make it from origin to end point. trace = pmove->PM_PlayerTrace (pmove->origin, end, PM_NORMAL, -1 ); allFraction += trace.fraction; // If we started in a solid object, or we were in solid space // the whole way, zero out our velocity and return that we // are blocked by floor and wall. if (trace.allsolid) { // entity is trapped in another solid VectorCopy (vec3_origin, pmove->velocity); //Con_DPrintf("Trapped 4\n"); return 4; } // If we moved some portion of the total distance, then // copy the end position into the pmove->origin and // zero the plane counter. if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, pmove->origin); VectorCopy (pmove->velocity, original_velocity); numplanes = 0; } // If we covered the entire distance, we are done // and can return. if (trace.fraction == 1) break; // moved the entire distance //if (!trace.ent) // Sys_Error ("PM_PlayerTrace: !trace.ent"); // Save entity that blocked us (since fraction was < 1.0) // for contact // Add it if it's not already in the list!!! PM_AddToTouched(trace, pmove->velocity); // If the plane we hit has a high z component in the normal, then // it's probably a floor if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor } // If the plane has a zero z component in the normal, then it's a // step or wall if (!trace.plane.normal[2]) { blocked |= 2; // step / wall //Con_DPrintf("Blocked by %i\n", trace.ent); } // Reduce amount of pmove->frametime left by total time left * fraction // that we covered. time_left -= time_left * trace.fraction; // Did we run out of planes to clip against? if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen // Stop our movement if so. VectorCopy (vec3_origin, pmove->velocity); //Con_DPrintf("Too many planes 4\n"); break; } // Set up next clipping plane VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // // relfect player velocity // Only give this a try for first impact plane because you can get yourself stuck in an acute corner by jumping in place // and pressing forward and nobody was really using this bounce/reflection feature anyway... if ( numplanes == 1 && pmove->movetype == MOVETYPE_WALK && ((pmove->onground == -1) || (pmove->friction != 1)) ) { for ( i = 0; i < numplanes; i++ ) { if ( planes[i][2] > 0.7 ) {// floor or slope PM_ClipVelocity( original_velocity, planes[i], new_velocity, 1 ); VectorCopy( new_velocity, original_velocity ); } else PM_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + pmove->movevars->bounce * (1-pmove->friction) ); } VectorCopy( new_velocity, pmove->velocity ); VectorCopy( new_velocity, original_velocity ); } else { for (i=0 ; ivelocity, 1); for (j=0 ; jvelocity, planes[j]) < 0) break; // not ok } if (j == numplanes) // Didn't have to clip, so we're ok break; } // Did we go all the way through plane set if (i != numplanes) { // go along this plane // pmove->velocity is set in clipping call, no need to set again. ; } else { // go along the crease if (numplanes != 2) { //Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorCopy (vec3_origin, pmove->velocity); //Con_DPrintf("Trapped 4\n"); break; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, pmove->velocity); VectorScale (dir, d, pmove->velocity ); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (pmove->velocity, primal_velocity) <= 0) { //Con_DPrintf("Back\n"); VectorCopy (vec3_origin, pmove->velocity); break; } } } if ( allFraction == 0 ) { VectorCopy (vec3_origin, pmove->velocity); //Con_DPrintf( "Don't stick\n" ); } return blocked; } /* ============== PM_Accelerate ============== */ void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed; // Dead player's don't accelerate if (pmove->dead) return; // If waterjumping, don't accelerate if (pmove->waterjumptime) return; // See if we are changing direction a bit currentspeed = DotProduct (pmove->velocity, wishdir); // Reduce wishspeed by the amount of veer. addspeed = wishspeed - currentspeed; // If not going to add any speed, done. if (addspeed <= 0) return; // Determine amount of accleration. accelspeed = accel * pmove->frametime * wishspeed * pmove->friction; // Cap at addspeed if (accelspeed > addspeed) accelspeed = addspeed; // Adjust velocity. for (i=0 ; i<3 ; i++) { pmove->velocity[i] += accelspeed * wishdir[i]; } } /* ===================== PM_WalkMove Only used by players. Moves along the ground when player is a MOVETYPE_WALK. ====================== */ void PM_WalkMove () { int clip; int oldonground; int i; vec3_t wishvel; float spd; float fmove, smove; vec3_t wishdir; float wishspeed; vec3_t dest, start; vec3_t original, originalvel; vec3_t down, downvel; float downdist, updist; pmtrace_t trace; // Copy movement amounts fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; // Zero out z components of movement vectors pmove->forward[2] = 0; pmove->right[2] = 0; VectorNormalize (pmove->forward); // Normalize remainder of vectors. VectorNormalize (pmove->right); // for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; wishvel[2] = 0; // Zero out z part of velocity VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move wishspeed = VectorNormalize(wishdir); // // Clamp to server defined max speed // if (wishspeed > pmove->maxspeed) { VectorScale (wishvel, pmove->maxspeed/wishspeed, wishvel); wishspeed = pmove->maxspeed; } // Set pmove velocity pmove->velocity[2] = 0; PM_Accelerate (wishdir, wishspeed, pmove->movevars->accelerate); pmove->velocity[2] = 0; // Add in any base velocity to the current velocity. VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity ); spd = Length( pmove->velocity ); if (spd < 1.0f) { VectorClear( pmove->velocity ); return; } // If we are not moving, do nothing //if (!pmove->velocity[0] && !pmove->velocity[1] && !pmove->velocity[2]) // return; oldonground = pmove->onground; // first try just moving to the destination dest[0] = pmove->origin[0] + pmove->velocity[0]*pmove->frametime; dest[1] = pmove->origin[1] + pmove->velocity[1]*pmove->frametime; dest[2] = pmove->origin[2]; // first try moving directly to the next spot VectorCopy (dest, start); trace = pmove->PM_PlayerTrace (pmove->origin, dest, PM_NORMAL, -1 ); // If we made it all the way, then copy trace end // as new player position. if (trace.fraction == 1) { VectorCopy (trace.endpos, pmove->origin); return; } if (oldonground == -1 && // Don't walk up stairs if not on ground. pmove->waterlevel == 0) return; if (pmove->waterjumptime) // If we are jumping out of water, don't do anything more. return; // Try sliding forward both on ground and up 16 pixels // take the move that goes farthest VectorCopy (pmove->origin, original); // Save out original pos & VectorCopy (pmove->velocity, originalvel); // velocity. // Slide move clip = PM_FlyMove (); // Copy the results out VectorCopy (pmove->origin , down); VectorCopy (pmove->velocity, downvel); // Reset original values. VectorCopy (original, pmove->origin); VectorCopy (originalvel, pmove->velocity); // Start out up one stair height VectorCopy (pmove->origin, dest); dest[2] += pmove->movevars->stepsize; trace = pmove->PM_PlayerTrace (pmove->origin, dest, PM_NORMAL, -1 ); // If we started okay and made it part of the way at least, // copy the results to the movement start position and then // run another move try. if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, pmove->origin); } // slide move the rest of the way. clip = PM_FlyMove (); // Now try going back down from the end point // press down the stepheight VectorCopy (pmove->origin, dest); dest[2] -= pmove->movevars->stepsize; trace = pmove->PM_PlayerTrace (pmove->origin, dest, PM_NORMAL, -1 ); // If we are not on the ground any more then // use the original movement attempt if ( trace.plane.normal[2] < 0.7) goto usedown; // If the trace ended up in empty space, copy the end // over to the origin. if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, pmove->origin); } // Copy this origion to up. VectorCopy (pmove->origin, pmove->up); // decide which one went farther downdist = (down[0] - original[0])*(down[0] - original[0]) + (down[1] - original[1])*(down[1] - original[1]); updist = (pmove->up[0] - original[0])*(pmove->up[0] - original[0]) + (pmove->up[1] - original[1])*(pmove->up[1] - original[1]); if (downdist > updist) { usedown: VectorCopy (down , pmove->origin); VectorCopy (downvel, pmove->velocity); } else // copy z value from slide move pmove->velocity[2] = downvel[2]; } /* ================== PM_Friction Handles both ground friction and water friction ================== */ void PM_Friction (void) { float *vel; float speed, newspeed, control; float friction; float drop; vec3_t newvel; // If we are in water jump cycle, don't apply friction if (pmove->waterjumptime) return; // Get velocity vel = pmove->velocity; // Calculate speed speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]); // If too slow, return if (speed < 0.1f) { return; } drop = 0; // apply ground friction if (pmove->onground != -1) // On an entity that is the ground { vec3_t start, stop; pmtrace_t trace; start[0] = stop[0] = pmove->origin[0] + vel[0]/speed*16; start[1] = stop[1] = pmove->origin[1] + vel[1]/speed*16; start[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2]; stop[2] = start[2] - 34; trace = pmove->PM_PlayerTrace (start, stop, PM_NORMAL, -1 ); if (trace.fraction == 1.0) friction = pmove->movevars->friction*pmove->movevars->edgefriction; else friction = pmove->movevars->friction; // Grab friction value. //friction = pmove->movevars->friction; friction *= pmove->friction; // player friction? // Bleed off some speed, but if we have less than the bleed // threshhold, bleed the theshold amount. control = (speed < pmove->movevars->stopspeed) ? pmove->movevars->stopspeed : speed; // Add the amount to t'he drop amount. drop += control*friction*pmove->frametime; } // apply water friction // if (pmove->waterlevel) // drop += speed * pmove->movevars->waterfriction * waterlevel * pmove->frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; // Determine proportion of old speed we are using. newspeed /= speed; // Adjust velocity according to proportion. newvel[0] = vel[0] * newspeed; newvel[1] = vel[1] * newspeed; newvel[2] = vel[2] * newspeed; VectorCopy( newvel, pmove->velocity ); } void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed, wishspd = wishspeed; if (pmove->dead) return; if (pmove->waterjumptime) return; // Cap speed //wishspd = VectorNormalize (pmove->wishveloc); if (wishspd > 30) wishspd = 30; // Determine veer amount currentspeed = DotProduct (pmove->velocity, wishdir); // See how much to add addspeed = wishspd - currentspeed; // If not adding any, done. if (addspeed <= 0) return; // Determine acceleration speed after acceleration accelspeed = accel * wishspeed * pmove->frametime * pmove->friction; // Cap it if (accelspeed > addspeed) accelspeed = addspeed; // Adjust pmove vel. for (i=0 ; i<3 ; i++) { pmove->velocity[i] += accelspeed*wishdir[i]; } } /* =================== PM_WaterMove =================== */ void PM_WaterMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; vec3_t start, dest; vec3_t temp; pmtrace_t trace; float speed, newspeed, addspeed, accelspeed; // // user intentions // for (i=0 ; i<3 ; i++) wishvel[i] = pmove->forward[i]*pmove->cmd.forwardmove + pmove->right[i]*pmove->cmd.sidemove; // Sinking after no other movement occurs if (!pmove->cmd.forwardmove && !pmove->cmd.sidemove && !pmove->cmd.upmove) wishvel[2] -= 60; // drift towards bottom else // Go straight up by upmove amount. wishvel[2] += pmove->cmd.upmove; // Copy it over and determine speed VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // Cap speed. if (wishspeed > pmove->maxspeed) { VectorScale (wishvel, pmove->maxspeed/wishspeed, wishvel); wishspeed = pmove->maxspeed; } // Slow us down a bit. wishspeed *= 0.8; VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity); // Water friction VectorCopy(pmove->velocity, temp); speed = VectorNormalize(temp); if (speed) { newspeed = speed - pmove->frametime * speed * pmove->movevars->friction * pmove->friction; if (newspeed < 0) newspeed = 0; VectorScale (pmove->velocity, newspeed/speed, pmove->velocity); } else newspeed = 0; // // water acceleration // if ( wishspeed < 0.1f ) { return; } addspeed = wishspeed - newspeed; if (addspeed > 0) { VectorNormalize(wishvel); accelspeed = pmove->movevars->accelerate * wishspeed * pmove->frametime * pmove->friction; if (accelspeed > addspeed) accelspeed = addspeed; for (i = 0; i < 3; i++) pmove->velocity[i] += accelspeed * wishvel[i]; } // Now move // assume it is a stair or a slope, so press down from stepheight above VectorMA (pmove->origin, pmove->frametime, pmove->velocity, dest); VectorCopy (dest, start); start[2] += pmove->movevars->stepsize + 1; trace = pmove->PM_PlayerTrace (start, dest, PM_NORMAL, -1 ); if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope? { // walked up the step, so just keep result and exit VectorCopy (trace.endpos, pmove->origin); return; } // Try moving straight along out normal path. PM_FlyMove (); } /* =================== PM_AirMove =================== */ void PM_AirMove (void) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; // Copy movement amounts fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; // Zero out z components of movement vectors pmove->forward[2] = 0; pmove->right[2] = 0; // Renormalize VectorNormalize (pmove->forward); VectorNormalize (pmove->right); // Determine x and y parts of velocity for (i=0 ; i<2 ; i++) { wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; } // Zero out z part of velocity wishvel[2] = 0; // Determine maginitude of speed of move VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // Clamp to server defined max speed if (wishspeed > pmove->maxspeed) { VectorScale (wishvel, pmove->maxspeed/wishspeed, wishvel); wishspeed = pmove->maxspeed; } PM_AirAccelerate (wishdir, wishspeed, pmove->movevars->airaccelerate); // Add in any base velocity to the current velocity. VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity ); PM_FlyMove (); } qboolean PM_InWater( void ) { return ( pmove->waterlevel > 1 ); } /* ============= PM_CheckWater Sets pmove->waterlevel and pmove->watertype values. ============= */ qboolean PM_CheckWater () { vec3_t point; int cont; int truecont; float height; float heightover2; // Pick a spot just above the players feet. point[0] = pmove->origin[0] + (pmove->player_mins[pmove->usehull][0] + pmove->player_maxs[pmove->usehull][0]) * 0.5; point[1] = pmove->origin[1] + (pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1]) * 0.5; point[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2] + 1; // Assume that we are not in water at all. pmove->waterlevel = 0; pmove->watertype = CONTENTS_EMPTY; // Grab point contents. cont = pmove->PM_PointContents (point, &truecont ); // Are we under water? (not solid and not empty?) if (cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { // Set water type pmove->watertype = cont; // We are at least at level one pmove->waterlevel = 1; height = (pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2]); heightover2 = height * 0.5; // Now check a point that is at the player hull midpoint. point[2] = pmove->origin[2] + heightover2; cont = pmove->PM_PointContents (point, NULL ); // If that point is also under water... if (cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { // Set a higher water level. pmove->waterlevel = 2; // Now check the eye position. (view_ofs is relative to the origin) point[2] = pmove->origin[2] + pmove->view_ofs[2]; cont = pmove->PM_PointContents (point, NULL ); if (cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) pmove->waterlevel = 3; // In over our eyes } // Adjust velocity based on water current, if any. if ( ( truecont <= CONTENTS_CURRENT_0 ) && ( truecont >= CONTENTS_CURRENT_DOWN ) ) { // The deeper we are, the stronger the current. static vec3_t current_table[] = { {1, 0, 0}, {0, 1, 0}, {-1, 0, 0}, {0, -1, 0}, {0, 0, 1}, {0, 0, -1} }; VectorMA (pmove->basevelocity, 50.0*pmove->waterlevel, current_table[CONTENTS_CURRENT_0 - truecont], pmove->basevelocity); } } return pmove->waterlevel > 1; } /* ============= PM_CatagorizePosition ============= */ void PM_CatagorizePosition (void) { vec3_t point; pmtrace_t tr; // if the player hull point one unit down is solid, the player // is on ground // see if standing on something solid // Doing this before we move may introduce a potential latency in water detection, but // doing it after can get us stuck on the bottom in water if the amount we move up // is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call // this several times per frame, so we really need to avoid sticking to the bottom of // water on each call, and the converse case will correct itself if called twice. PM_CheckWater(); point[0] = pmove->origin[0]; point[1] = pmove->origin[1]; point[2] = pmove->origin[2] - 2; if (pmove->velocity[2] > 180) // Shooting up really fast. Definitely not on ground. { pmove->onground = -1; } else { // Try and move down. tr = pmove->PM_PlayerTrace (pmove->origin, point, PM_NORMAL, -1 ); // If we hit a steep plane, we are not on ground if ( tr.plane.normal[2] < 0.7) pmove->onground = -1; // too steep else pmove->onground = tr.ent; // Otherwise, point to index of ent under us. // If we are on something... if (pmove->onground != -1) { // Then we are not in water jump sequence pmove->waterjumptime = 0; // If we could make the move, drop us down that 1 pixel if (pmove->waterlevel < 2 && !tr.startsolid && !tr.allsolid) VectorCopy (tr.endpos, pmove->origin); } // Standing on an entity other than the world if (tr.ent > 0) // So signal that we are touching something. { PM_AddToTouched(tr, pmove->velocity); } } } /* ================= PM_GetRandomStuckOffsets When a player is stuck, it's costly to try and unstick them Grab a test offset for the player based on a passed in index ================= */ int PM_GetRandomStuckOffsets(int nIndex, int server, vec3_t offset) { // Last time we did a full int idx; idx = rgStuckLast[nIndex][server]++; VectorCopy(rgv3tStuckTable[idx % 54], offset); return (idx % 54); } void PM_ResetStuckOffsets(int nIndex, int server) { rgStuckLast[nIndex][server] = 0; } /* ================= NudgePosition If pmove->origin is in a solid position, try nudging slightly on all axis to allow for the cut precision of the net coordinates ================= */ #define PM_CHECKSTUCK_MINTIME 0.05 // Don't check again too quickly. int PM_CheckStuck (void) { vec3_t base; vec3_t offset; vec3_t test; int hitent; int idx; float fTime; int i; pmtrace_t traceresult; static float rgStuckCheckTime[MAX_CLIENTS][2]; // Last time we did a full // If position is okay, exit hitent = pmove->PM_TestPlayerPosition (pmove->origin, &traceresult ); if (hitent == -1 ) { PM_ResetStuckOffsets( pmove->player_index, pmove->server ); return 0; } VectorCopy (pmove->origin, base); // // Deal with precision error in network and cases where the player can get stuck on level transitions in singleplayer. // if (!pmove->server || !pmove->multiplayer) { // World or BSP model if ( ( hitent == 0 ) || ( pmove->physents[hitent].model != NULL ) ) { int nReps = 0; PM_ResetStuckOffsets( pmove->player_index, pmove->server ); do { i = PM_GetRandomStuckOffsets(pmove->player_index, pmove->server, offset); VectorAdd(base, offset, test); if (pmove->PM_TestPlayerPosition (test, &traceresult ) == -1) { PM_ResetStuckOffsets( pmove->player_index, pmove->server ); VectorCopy ( test, pmove->origin ); return 0; } nReps++; } while (nReps < 54); } } if (pmove->server) idx = 0; else idx = 1; fTime = pmove->Sys_FloatTime(); // Too soon? if (rgStuckCheckTime[pmove->player_index][idx] >= ( fTime - PM_CHECKSTUCK_MINTIME ) ) { return 1; } rgStuckCheckTime[pmove->player_index][idx] = fTime; pmove->PM_StuckTouch( hitent, &traceresult ); i = PM_GetRandomStuckOffsets(pmove->player_index, pmove->server, offset); VectorAdd(base, offset, test); if ( ( hitent = pmove->PM_TestPlayerPosition ( test, NULL ) ) == -1 ) { //Con_DPrintf("Nudged\n"); PM_ResetStuckOffsets( pmove->player_index, pmove->server ); if (i >= 27) VectorCopy ( test, pmove->origin ); return 0; } // If player is flailing while stuck in another player ( should never happen ), then see // if we can't "unstick" them forceably. if ( pmove->cmd.buttons & ( IN_JUMP | IN_DUCK | IN_ATTACK ) && ( pmove->physents[ hitent ].player != 0 ) ) { float x, y, z; float xystep = 8.0; float zstep = 18.0; float xyminmax = xystep; float zminmax = 4 * zstep; for ( z = 0; z <= zminmax; z += zstep ) { for ( x = -xyminmax; x <= xyminmax; x += xystep ) { for ( y = -xyminmax; y <= xyminmax; y += xystep ) { VectorCopy( base, test ); test[0] += x; test[1] += y; test[2] += z; if ( pmove->PM_TestPlayerPosition ( test, NULL ) == -1 ) { VectorCopy( test, pmove->origin ); return 0; } } } } } //VectorCopy (base, pmove->origin); return 1; } /* =============== PM_SpectatorMove =============== */ void PM_SpectatorMove (void) { float speed, drop, friction, control, newspeed; //float accel; float currentspeed, addspeed, accelspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; // this routine keeps track of the spectators psoition // there a two different main move types : track player or moce freely (OBS_ROAMING) // doesn't need excate track position, only to generate PVS, so just copy // targets position and real view position is calculated on client (saves server CPU) if ( pmove->iuser1 == OBS_ROAMING) { #ifdef CLIENT_DLL // jump only in roaming mode if ( iJumpSpectator ) { VectorCopy( vJumpOrigin, pmove->origin ); VectorCopy( vJumpAngles, pmove->angles ); VectorCopy( vec3_origin, pmove->velocity ); iJumpSpectator = 0; return; } #endif // Move around in normal spectator method speed = Length (pmove->velocity); if (speed < 1) { VectorCopy (vec3_origin, pmove->velocity) } else { drop = 0; friction = pmove->movevars->friction*1.5; // extra friction control = speed < pmove->movevars->stopspeed ? pmove->movevars->stopspeed : speed; drop += control*friction*pmove->frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (pmove->velocity, newspeed, pmove->velocity); } // accelerate fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; VectorNormalize (pmove->forward); VectorNormalize (pmove->right); for (i=0 ; i<3 ; i++) { wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; } wishvel[2] += pmove->cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // if (wishspeed > pmove->movevars->spectatormaxspeed) { VectorScale (wishvel, pmove->movevars->spectatormaxspeed/wishspeed, wishvel); wishspeed = pmove->movevars->spectatormaxspeed; } currentspeed = DotProduct(pmove->velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) return; accelspeed = pmove->movevars->accelerate*pmove->frametime*wishspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) pmove->velocity[i] += accelspeed*wishdir[i]; // move VectorMA (pmove->origin, pmove->frametime, pmove->velocity, pmove->origin); } else { // all other modes just track some kind of target, so spectator PVS = target PVS int target; // no valid target ? if ( pmove->iuser2 <= 0) return; // Find the client this player's targeting for (target = 0; target < pmove->numphysent; target++) { if ( pmove->physents[target].info == pmove->iuser2 ) break; } if (target == pmove->numphysent) return; // use targets position as own origin for PVS VectorCopy( pmove->physents[target].angles, pmove->angles ); VectorCopy( pmove->physents[target].origin, pmove->origin ); // no velocity VectorCopy( vec3_origin, pmove->velocity ); } } /* ================== PM_SplineFraction Use for ease-in, ease-out style interpolation (accel/decel) Used by ducking code. ================== */ float PM_SplineFraction( float value, float scale ) { float valueSquared; value = scale * value; valueSquared = value * value; // Nice little ease-in, ease-out spline-like curve return 3 * valueSquared - 2 * valueSquared * value; } void PM_FixPlayerCrouchStuck( int direction ) { int hitent; int i; vec3_t test; hitent = pmove->PM_TestPlayerPosition ( pmove->origin, NULL ); if (hitent == -1 ) return; VectorCopy( pmove->origin, test ); for ( i = 0; i < 36; i++ ) { pmove->origin[2] += direction; hitent = pmove->PM_TestPlayerPosition ( pmove->origin, NULL ); if (hitent == -1 ) return; } VectorCopy( test, pmove->origin ); // Failed } void PM_UnDuck( void ) { int i; pmtrace_t trace; vec3_t newOrigin; VectorCopy( pmove->origin, newOrigin ); if ( pmove->onground != -1 ) { for ( i = 0; i < 3; i++ ) { newOrigin[i] += ( pmove->player_mins[1][i] - pmove->player_mins[0][i] ); } } trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 ); if ( !trace.startsolid ) { pmove->usehull = 0; // Oh, no, changing hulls stuck us into something, try unsticking downward first. trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 ); if ( trace.startsolid ) { // See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot //Con_Printf( "unstick got stuck\n" ); pmove->usehull = 1; return; } pmove->flags &= ~FL_DUCKING; pmove->bInDuck = false; pmove->view_ofs[2] = VEC_VIEW; pmove->flDuckTime = 0; VectorCopy( newOrigin, pmove->origin ); // Recatagorize position since ducking can change origin PM_CatagorizePosition(); } } void PM_Duck( void ) { int i; float time; float duckFraction; int buttonsChanged = ( pmove->oldbuttons ^ pmove->cmd.buttons ); // These buttons have changed this frame int nButtonPressed = buttonsChanged & pmove->cmd.buttons; // The changed ones still down are "pressed" int duckchange = buttonsChanged & IN_DUCK ? 1 : 0; int duckpressed = nButtonPressed & IN_DUCK ? 1 : 0; if ( pmove->cmd.buttons & IN_DUCK ) { pmove->oldbuttons |= IN_DUCK; } else { pmove->oldbuttons &= ~IN_DUCK; } // Prevent ducking if the iuser3 variable is set if ( pmove->iuser3 || pmove->dead ) { // Try to unduck if ( pmove->flags & FL_DUCKING ) { PM_UnDuck(); } return; } if ( pmove->flags & FL_DUCKING ) { pmove->cmd.forwardmove *= PLAYER_DUCKING_MULTIPLIER; pmove->cmd.sidemove *= PLAYER_DUCKING_MULTIPLIER; pmove->cmd.upmove *= PLAYER_DUCKING_MULTIPLIER; } if ( ( pmove->cmd.buttons & IN_DUCK ) || ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) { if ( pmove->cmd.buttons & IN_DUCK ) { if ( (nButtonPressed & IN_DUCK ) && !( pmove->flags & FL_DUCKING ) ) { // Use 1 second so super long jump will work pmove->flDuckTime = 1000; pmove->bInDuck = true; } time = max( 0.0, ( 1.0 - (float)pmove->flDuckTime / 1000.0 ) ); if ( pmove->bInDuck ) { // Finish ducking immediately if duck time is over or not on ground if ( ( (float)pmove->flDuckTime / 1000.0 <= ( 1.0 - TIME_TO_DUCK ) ) || ( pmove->onground == -1 ) ) { pmove->usehull = 1; pmove->view_ofs[2] = VEC_DUCK_VIEW; pmove->flags |= FL_DUCKING; pmove->bInDuck = false; // HACKHACK - Fudge for collision bug - no time to fix this properly if ( pmove->onground != -1 ) { for ( i = 0; i < 3; i++ ) { pmove->origin[i] -= ( pmove->player_mins[1][i] - pmove->player_mins[0][i] ); } // See if we are stuck? PM_FixPlayerCrouchStuck( STUCK_MOVEUP ); // Recatagorize position since ducking can change origin PM_CatagorizePosition(); } } else { float fMore = (VEC_DUCK_HULL_MIN - VEC_HULL_MIN); // Calc parametric time duckFraction = PM_SplineFraction( time, (1.0/TIME_TO_DUCK) ); pmove->view_ofs[2] = ((VEC_DUCK_VIEW - fMore ) * duckFraction) + (VEC_VIEW * (1-duckFraction)); } } } else { // Try to unduck PM_UnDuck(); } } } void PM_LadderMove( physent_t *pLadder ) { vec3_t ladderCenter; trace_t trace; qboolean onFloor; vec3_t floor; vec3_t modelmins, modelmaxs; if ( pmove->movetype == MOVETYPE_NOCLIP ) return; #if defined( _TFC ) // this is how TFC freezes players, so we don't want them climbing ladders if ( pmove->maxspeed <= 1.0 ) return; #endif pmove->PM_GetModelBounds( pLadder->model, modelmins, modelmaxs ); VectorAdd( modelmins, modelmaxs, ladderCenter ); VectorScale( ladderCenter, 0.5, ladderCenter ); pmove->movetype = MOVETYPE_FLY; // On ladder, convert movement to be relative to the ladder VectorCopy( pmove->origin, floor ); floor[2] += pmove->player_mins[pmove->usehull][2] - 1; if ( pmove->PM_PointContents( floor, NULL ) == CONTENTS_SOLID ) onFloor = true; else onFloor = false; pmove->gravity = 0; pmove->PM_TraceModel( pLadder, pmove->origin, ladderCenter, &trace ); if ( trace.fraction != 1.0 ) { float forward = 0, right = 0; vec3_t vpn, v_right; float flSpeed = MAX_CLIMB_SPEED; // they shouldn't be able to move faster than their maxspeed if ( flSpeed > pmove->maxspeed ) { flSpeed = pmove->maxspeed; } AngleVectors( pmove->angles, vpn, v_right, NULL ); if ( pmove->flags & FL_DUCKING ) { flSpeed *= PLAYER_DUCKING_MULTIPLIER; } if ( pmove->cmd.buttons & IN_BACK ) { forward -= flSpeed; } if ( pmove->cmd.buttons & IN_FORWARD ) { forward += flSpeed; } if ( pmove->cmd.buttons & IN_MOVELEFT ) { right -= flSpeed; } if ( pmove->cmd.buttons & IN_MOVERIGHT ) { right += flSpeed; } if ( pmove->cmd.buttons & IN_JUMP ) { pmove->movetype = MOVETYPE_WALK; VectorScale( trace.plane.normal, 270, pmove->velocity ); } else { if ( forward != 0 || right != 0 ) { vec3_t velocity, perp, cross, lateral, tmp; float normal; //ALERT(at_console, "pev %.2f %.2f %.2f - ", // pev->velocity.x, pev->velocity.y, pev->velocity.z); // Calculate player's intended velocity //Vector velocity = (forward * gpGlobals->v_forward) + (right * gpGlobals->v_right); VectorScale( vpn, forward, velocity ); VectorMA( velocity, right, v_right, velocity ); // Perpendicular in the ladder plane // Vector perp = CrossProduct( Vector(0,0,1), trace.vecPlaneNormal ); // perp = perp.Normalize(); VectorClear( tmp ); tmp[2] = 1; CrossProduct( tmp, trace.plane.normal, perp ); VectorNormalize( perp ); // decompose velocity into ladder plane normal = DotProduct( velocity, trace.plane.normal ); // This is the velocity into the face of the ladder VectorScale( trace.plane.normal, normal, cross ); // This is the player's additional velocity VectorSubtract( velocity, cross, lateral ); // This turns the velocity into the face of the ladder into velocity that // is roughly vertically perpendicular to the face of the ladder. // NOTE: It IS possible to face up and move down or face down and move up // because the velocity is a sum of the directional velocity and the converted // velocity through the face of the ladder -- by design. CrossProduct( trace.plane.normal, perp, tmp ); VectorMA( lateral, -normal, tmp, pmove->velocity ); if ( onFloor && normal > 0 ) // On ground moving away from the ladder { VectorMA( pmove->velocity, MAX_CLIMB_SPEED, trace.plane.normal, pmove->velocity ); } //pev->velocity = lateral - (CrossProduct( trace.vecPlaneNormal, perp ) * normal); } else { VectorClear( pmove->velocity ); } } } } physent_t *PM_Ladder( void ) { int i; physent_t *pe; hull_t *hull; int num; vec3_t test; for ( i = 0; i < pmove->nummoveent; i++ ) { pe = &pmove->moveents[i]; if ( pe->model && (modtype_t)pmove->PM_GetModelType( pe->model ) == mod_brush && pe->skin == CONTENTS_LADDER ) { hull = (hull_t *)pmove->PM_HullForBsp( pe, test ); num = hull->firstclipnode; // Offset the test point appropriately for this hull. VectorSubtract ( pmove->origin, test, test); // Test the player's hull for intersection with this model if ( pmove->PM_HullPointContents (hull, num, test) == CONTENTS_EMPTY) continue; return pe; } } return NULL; } void PM_WaterJump (void) { if ( pmove->waterjumptime > 10000 ) { pmove->waterjumptime = 10000; } if ( !pmove->waterjumptime ) return; pmove->waterjumptime -= pmove->cmd.msec; if ( pmove->waterjumptime < 0 || !pmove->waterlevel ) { pmove->waterjumptime = 0; pmove->flags &= ~FL_WATERJUMP; } pmove->velocity[0] = pmove->movedir[0]; pmove->velocity[1] = pmove->movedir[1]; } /* ============ PM_AddGravity ============ */ void PM_AddGravity () { float ent_gravity; if (pmove->gravity) ent_gravity = pmove->gravity; else ent_gravity = 1.0; // Add gravity incorrectly pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * pmove->frametime ); pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime; pmove->basevelocity[2] = 0; PM_CheckVelocity(); } /* ============ PM_PushEntity Does not change the entities velocity at all ============ */ pmtrace_t PM_PushEntity (vec3_t push) { pmtrace_t trace; vec3_t end; VectorAdd (pmove->origin, push, end); trace = pmove->PM_PlayerTrace (pmove->origin, end, PM_NORMAL, -1 ); VectorCopy (trace.endpos, pmove->origin); // So we can run impact function afterwards. if (trace.fraction < 1.0 && !trace.allsolid) { PM_AddToTouched(trace, pmove->velocity); } return trace; } /* ============ PM_Physics_Toss() Dead player flying through air., e.g. ============ */ void PM_Physics_Toss() { pmtrace_t trace; vec3_t move; float backoff; PM_CheckWater(); if (pmove->velocity[2] > 0) pmove->onground = -1; // If on ground and not moving, return. if ( pmove->onground != -1 ) { if (VectorCompare(pmove->basevelocity, vec3_origin) && VectorCompare(pmove->velocity, vec3_origin)) return; } PM_CheckVelocity (); // add gravity if ( pmove->movetype != MOVETYPE_FLY && pmove->movetype != MOVETYPE_BOUNCEMISSILE && pmove->movetype != MOVETYPE_FLYMISSILE ) PM_AddGravity (); // move origin // Base velocity is not properly accounted for since this entity will move again after the bounce without // taking it into account VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity); PM_CheckVelocity(); VectorScale (pmove->velocity, pmove->frametime, move); VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity); trace = PM_PushEntity (move); // Should this clear basevelocity PM_CheckVelocity(); if (trace.allsolid) { // entity is trapped in another solid pmove->onground = trace.ent; VectorCopy (vec3_origin, pmove->velocity); return; } if (trace.fraction == 1) { PM_CheckWater(); return; } if (pmove->movetype == MOVETYPE_BOUNCE) backoff = 2.0 - pmove->friction; else if (pmove->movetype == MOVETYPE_BOUNCEMISSILE) backoff = 2.0; else backoff = 1; PM_ClipVelocity (pmove->velocity, trace.plane.normal, pmove->velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { float vel; vec3_t base; VectorClear( base ); if (pmove->velocity[2] < pmove->movevars->gravity * pmove->frametime) { // we're rolling on the ground, add static friction. pmove->onground = trace.ent; pmove->velocity[2] = 0; } vel = DotProduct( pmove->velocity, pmove->velocity ); // Con_DPrintf("%f %f: %.0f %.0f %.0f\n", vel, trace.fraction, ent->velocity[0], ent->velocity[1], ent->velocity[2] ); if (vel < (30 * 30) || (pmove->movetype != MOVETYPE_BOUNCE && pmove->movetype != MOVETYPE_BOUNCEMISSILE)) { pmove->onground = trace.ent; VectorCopy (vec3_origin, pmove->velocity); } else { VectorScale (pmove->velocity, (1.0 - trace.fraction) * pmove->frametime * 0.9, move); trace = PM_PushEntity (move); } VectorSubtract( pmove->velocity, base, pmove->velocity ) } // check for in water PM_CheckWater(); } /* ==================== PM_NoClip ==================== */ void PM_NoClip() { int i; vec3_t wishvel; float fmove, smove; // float currentspeed, addspeed, accelspeed; // Copy movement amounts fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; VectorNormalize ( pmove->forward ); VectorNormalize ( pmove->right ); for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity { wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; } wishvel[2] += pmove->cmd.upmove; VectorMA (pmove->origin, pmove->frametime, wishvel, pmove->origin); // Zero out the velocity so that we don't accumulate a huge downward velocity from // gravity, etc. VectorClear( pmove->velocity ); } // Only allow bunny jumping up to 1.7x server / player maxspeed setting #define BUNNYJUMP_MAX_SPEED_FACTOR 1.7f //----------------------------------------------------------------------------- // Purpose: Corrects bunny jumping ( where player initiates a bunny jump before other // movement logic runs, thus making onground == -1 thus making PM_Friction get skipped and // running PM_AirMove, which doesn't crop velocity to maxspeed like the ground / other // movement logic does. //----------------------------------------------------------------------------- void PM_PreventMegaBunnyJumping( void ) { // Current player speed float spd; // If we have to crop, apply this cropping fraction to velocity float fraction; // Speed at which bunny jumping is limited float maxscaledspeed; maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * pmove->maxspeed; // Don't divide by zero if ( maxscaledspeed <= 0.0f ) return; spd = Length( pmove->velocity ); if ( spd <= maxscaledspeed ) return; fraction = ( maxscaledspeed / spd ) * 0.65; //Returns the modifier for the velocity VectorScale( pmove->velocity, fraction, pmove->velocity ); //Crop it down!. } /* ============= PM_Jump ============= */ void PM_Jump (void) { int i; qboolean tfc = false; qboolean cansuperjump = false; if (pmove->dead) { pmove->oldbuttons |= IN_JUMP ; // don't jump again until released return; } tfc = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "tfc" ) ) == 1 ? true : false; // Spy that's feigning death cannot jump if ( tfc && ( pmove->deadflag == ( DEAD_DISCARDBODY + 1 ) ) ) { return; } // See if we are waterjumping. If so, decrement count and return. if ( pmove->waterjumptime ) { pmove->waterjumptime -= pmove->cmd.msec; if (pmove->waterjumptime < 0) { pmove->waterjumptime = 0; } return; } // If we are in the water most of the way... if (pmove->waterlevel >= 2) { // swimming, not jumping pmove->onground = -1; if (pmove->watertype == CONTENTS_WATER) // We move up a certain amount pmove->velocity[2] = 100; else if (pmove->watertype == CONTENTS_SLIME) pmove->velocity[2] = 80; else // LAVA pmove->velocity[2] = 50; // play swiming sound if ( pmove->flSwimTime <= 0 ) { // Don't play sound again for 1 second pmove->flSwimTime = 1000; switch ( pmove->RandomLong( 0, 3 ) ) { case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; } } return; } // No more effect if ( pmove->onground == -1 ) { // Flag that we jumped. // HACK HACK HACK // Remove this when the game .dll no longer does physics code!!!! pmove->oldbuttons |= IN_JUMP; // don't jump again until released return; // in air, so no effect } if ( pmove->oldbuttons & IN_JUMP ) return; // don't pogo stick // In the air now. pmove->onground = -1; PM_PreventMegaBunnyJumping(); if ( tfc ) { pmove->PM_PlaySound( CHAN_BODY, "player/plyrjmp8.wav", 0.5, ATTN_NORM, 0, PITCH_NORM ); } else { PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), 1.0 ); } // See if user can super long jump? cansuperjump = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "slj" ) ) == 1 ? true : false; // Acclerate upward // If we are ducking... if ( ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) { // Adjust for super long jump module // UNDONE -- note this should be based on forward angles, not current velocity. if ( cansuperjump && ( pmove->cmd.buttons & IN_DUCK ) && ( pmove->flDuckTime > 0 ) && Length( pmove->velocity ) > 50 ) { pmove->punchangle[0] = -5; for (i =0; i < 2; i++) { pmove->velocity[i] = pmove->forward[i] * PLAYER_LONGJUMP_SPEED * 1.6; } pmove->velocity[2] = sqrt(2 * 800 * 56.0); } else { pmove->velocity[2] = sqrt(2 * 800 * 45.0); } } else { pmove->velocity[2] = sqrt(2 * 800 * 45.0); } // Decay it for simulation PM_FixupGravityVelocity(); // Flag that we jumped. pmove->oldbuttons |= IN_JUMP; // don't jump again until released } /* ============= PM_CheckWaterJump ============= */ #define WJ_HEIGHT 8 void PM_CheckWaterJump (void) { vec3_t vecStart, vecEnd; vec3_t flatforward; vec3_t flatvelocity; float curspeed; pmtrace_t tr; int savehull; // Already water jumping. if ( pmove->waterjumptime ) return; // Don't hop out if we just jumped in if ( pmove->velocity[2] < -180 ) return; // only hop out if we are moving up // See if we are backing up flatvelocity[0] = pmove->velocity[0]; flatvelocity[1] = pmove->velocity[1]; flatvelocity[2] = 0; // Must be moving curspeed = VectorNormalize( flatvelocity ); // see if near an edge flatforward[0] = pmove->forward[0]; flatforward[1] = pmove->forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); // Are we backing into water from steps or something? If so, don't pop forward if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) ) return; VectorCopy( pmove->origin, vecStart ); vecStart[2] += WJ_HEIGHT; VectorMA ( vecStart, 24, flatforward, vecEnd ); // Trace, this trace should use the point sized collision hull savehull = pmove->usehull; pmove->usehull = 2; tr = pmove->PM_PlayerTrace( vecStart, vecEnd, PM_NORMAL, -1 ); if ( tr.fraction < 1.0 && fabs( tr.plane.normal[2] ) < 0.1f ) // Facing a near vertical wall? { vecStart[2] += pmove->player_maxs[ savehull ][2] - WJ_HEIGHT; VectorMA( vecStart, 24, flatforward, vecEnd ); VectorMA( vec3_origin, -50, tr.plane.normal, pmove->movedir ); tr = pmove->PM_PlayerTrace( vecStart, vecEnd, PM_NORMAL, -1 ); if ( tr.fraction == 1.0 ) { pmove->waterjumptime = 2000; pmove->velocity[2] = 225; pmove->oldbuttons |= IN_JUMP; pmove->flags |= FL_WATERJUMP; } } // Reset the collision hull pmove->usehull = savehull; } void PM_CheckFalling( void ) { if ( pmove->onground != -1 && !pmove->dead && pmove->flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD ) { float fvol = 0.5; if ( pmove->waterlevel > 0 ) { } else if ( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) { // NOTE: In the original game dll , there were no breaks after these cases, causing the first one to // cascade into the second //switch ( RandomLong(0,1) ) //{ //case 0: //pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); //break; //case 1: pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); // break; //} fvol = 1.0; } else if ( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED / 2 ) { qboolean tfc = false; tfc = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "tfc" ) ) == 1 ? true : false; if ( tfc ) { pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); } fvol = 0.85; } else if ( pmove->flFallVelocity < PLAYER_MIN_BOUNCE_SPEED ) { fvol = 0; } if ( fvol > 0.0 ) { // Play landing step right away pmove->flTimeStepSound = 0; PM_UpdateStepSound(); // play step sound for current texture PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), fvol ); // Knock the screen around a little bit, temporary effect pmove->punchangle[ 2 ] = pmove->flFallVelocity * 0.013; // punch z axis if ( pmove->punchangle[ 0 ] > 8 ) { pmove->punchangle[ 0 ] = 8; } } } if ( pmove->onground != -1 ) { pmove->flFallVelocity = 0; } } /* ================= PM_PlayWaterSounds ================= */ void PM_PlayWaterSounds( void ) { // Did we enter or leave water? if ( ( pmove->oldwaterlevel == 0 && pmove->waterlevel != 0 ) || ( pmove->oldwaterlevel != 0 && pmove->waterlevel == 0 ) ) { switch ( pmove->RandomLong(0,3) ) { case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; } } } /* =============== PM_CalcRoll =============== */ float PM_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) { float sign; float side; float value; vec3_t forward, right, up; AngleVectors (angles, forward, right, up); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); value = rollangle; if (side < rollspeed) { side = side * value / rollspeed; } else { side = value; } return side * sign; } /* ============= PM_DropPunchAngle ============= */ void PM_DropPunchAngle ( vec3_t punchangle ) { float len; len = VectorNormalize ( punchangle ); len -= (10.0 + len * 0.5) * pmove->frametime; len = max( len, 0.0f ); VectorScale ( punchangle, len, punchangle); } /* ============== PM_CheckParamters ============== */ void PM_CheckParamters( void ) { float spd; float maxspeed; vec3_t v_angle; spd = ( pmove->cmd.forwardmove * pmove->cmd.forwardmove ) + ( pmove->cmd.sidemove * pmove->cmd.sidemove ) + ( pmove->cmd.upmove * pmove->cmd.upmove ); spd = sqrt( spd ); maxspeed = pmove->clientmaxspeed; //atof( pmove->PM_Info_ValueForKey( pmove->physinfo, "maxspd" ) ); if ( maxspeed != 0.0 ) { pmove->maxspeed = min( maxspeed, pmove->maxspeed ); } #if !defined( _TFC ) // Slow down, I'm pulling it! (a box maybe) but only when I'm standing on ground // // JoshA: Moved this to CheckParamters rather than working on the velocity, // as otherwise it affects every integration step incorrectly. if ( ( pmove->onground != -1 ) && ( pmove->cmd.buttons & IN_USE) ) { pmove->maxspeed *= 1.0f / 3.0f; } #endif if ( ( spd != 0.0 ) && ( spd > pmove->maxspeed ) ) { float fRatio = pmove->maxspeed / spd; pmove->cmd.forwardmove *= fRatio; pmove->cmd.sidemove *= fRatio; pmove->cmd.upmove *= fRatio; } if ( pmove->flags & FL_FROZEN || pmove->flags & FL_ONTRAIN || pmove->dead ) { pmove->cmd.forwardmove = 0; pmove->cmd.sidemove = 0; pmove->cmd.upmove = 0; } PM_DropPunchAngle( pmove->punchangle ); // Take angles from command. if ( !pmove->dead ) { VectorCopy ( pmove->cmd.viewangles, v_angle ); VectorAdd( v_angle, pmove->punchangle, v_angle ); // Set up view angles. pmove->angles[ROLL] = PM_CalcRoll ( v_angle, pmove->velocity, pmove->movevars->rollangle, pmove->movevars->rollspeed )*4; pmove->angles[PITCH] = v_angle[PITCH]; pmove->angles[YAW] = v_angle[YAW]; } else { VectorCopy( pmove->oldangles, pmove->angles ); } // Set dead player view_offset if ( pmove->dead ) { pmove->view_ofs[2] = PM_DEAD_VIEWHEIGHT; } // Adjust client view angles to match values used on server. if (pmove->angles[YAW] > 180.0f) { pmove->angles[YAW] -= 360.0f; } } void PM_ReduceTimers( void ) { if ( pmove->flTimeStepSound > 0 ) { pmove->flTimeStepSound -= pmove->cmd.msec; if ( pmove->flTimeStepSound < 0 ) { pmove->flTimeStepSound = 0; } } if ( pmove->flDuckTime > 0 ) { pmove->flDuckTime -= pmove->cmd.msec; if ( pmove->flDuckTime < 0 ) { pmove->flDuckTime = 0; } } if ( pmove->flSwimTime > 0 ) { pmove->flSwimTime -= pmove->cmd.msec; if ( pmove->flSwimTime < 0 ) { pmove->flSwimTime = 0; } } } /* ============= PlayerMove Returns with origin, angles, and velocity modified in place. Numtouch and touchindex[] will be set if any of the physents were contacted during the move. ============= */ void PM_PlayerMove ( qboolean server ) { physent_t *pLadder = NULL; // Are we running server code? pmove->server = server; // Adjust speeds etc. PM_CheckParamters(); // Assume we don't touch anything pmove->numtouch = 0; // # of msec to apply movement pmove->frametime = pmove->cmd.msec * 0.001; PM_ReduceTimers(); // Convert view angles to vectors AngleVectors (pmove->angles, pmove->forward, pmove->right, pmove->up); // PM_ShowClipBox(); // Special handling for spectator and observers. (iuser1 is set if the player's in observer mode) if ( pmove->spectator || pmove->iuser1 > 0 ) { PM_SpectatorMove(); PM_CatagorizePosition(); return; } // Always try and unstick us unless we are in NOCLIP mode if ( pmove->movetype != MOVETYPE_NOCLIP && pmove->movetype != MOVETYPE_NONE ) { if ( PM_CheckStuck() ) { //Let the user try to duck to get unstuck PM_Duck(); if ( PM_CheckStuck() ) { return; // Can't move, we're stuck } } } // Now that we are "unstuck", see where we are ( waterlevel and type, pmove->onground ). PM_CatagorizePosition(); // Store off the starting water level pmove->oldwaterlevel = pmove->waterlevel; // If we are not on ground, store off how fast we are moving down if ( pmove->onground == -1 ) { pmove->flFallVelocity = -pmove->velocity[2]; } g_onladder = 0; // Don't run ladder code if dead or on a train if ( !pmove->dead && !(pmove->flags & FL_ONTRAIN) ) { pLadder = PM_Ladder(); if ( pLadder ) { g_onladder = 1; } } PM_UpdateStepSound(); PM_Duck(); // Don't run ladder code if dead or on a train if ( !pmove->dead && !(pmove->flags & FL_ONTRAIN) ) { if ( pLadder ) { PM_LadderMove( pLadder ); } else if ( pmove->movetype != MOVETYPE_WALK && pmove->movetype != MOVETYPE_NOCLIP ) { // Clear ladder stuff unless player is noclipping // it will be set immediately again next frame if necessary pmove->movetype = MOVETYPE_WALK; } } // Handle movement switch ( pmove->movetype ) { default: pmove->Con_DPrintf("Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n", pmove->movetype, pmove->server); break; case MOVETYPE_NONE: break; case MOVETYPE_NOCLIP: PM_NoClip(); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: PM_Physics_Toss(); break; case MOVETYPE_FLY: PM_CheckWater(); // Was jump button pressed? // If so, set velocity to 270 away from ladder. This is currently wrong. // Also, set MOVE_TYPE to walk, too. if ( pmove->cmd.buttons & IN_JUMP ) { if ( !pLadder ) { PM_Jump (); } } else { pmove->oldbuttons &= ~IN_JUMP; } // Perform the move accounting for any base velocity. VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity); PM_FlyMove (); VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity); break; case MOVETYPE_WALK: if ( !PM_InWater() ) { PM_AddCorrectGravity(); } // If we are leaping out of the water, just update the counters. if ( pmove->waterjumptime ) { PM_WaterJump(); PM_FlyMove(); // Make sure waterlevel is set correctly PM_CheckWater(); return; } // If we are swimming in the water, see if we are nudging against a place we can jump up out // of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0 if ( pmove->waterlevel >= 2 ) { if ( pmove->waterlevel == 2 ) { PM_CheckWaterJump(); } // If we are falling again, then we must not trying to jump out of water any more. if ( pmove->velocity[2] < 0 && pmove->waterjumptime ) { pmove->waterjumptime = 0; } // Was jump button pressed? if (pmove->cmd.buttons & IN_JUMP) { PM_Jump (); } else { pmove->oldbuttons &= ~IN_JUMP; } // Perform regular water movement PM_WaterMove(); VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity); // Get a final position PM_CatagorizePosition(); } else // Not underwater { // Was jump button pressed? if ( pmove->cmd.buttons & IN_JUMP ) { if ( !pLadder ) { PM_Jump (); } } else { pmove->oldbuttons &= ~IN_JUMP; } // Fricion is handled before we add in any base velocity. That way, if we are on a conveyor, // we don't slow when standing still, relative to the conveyor. if ( pmove->onground != -1 ) { pmove->velocity[2] = 0.0; PM_Friction(); } // Make sure velocity is valid. PM_CheckVelocity(); // Are we on ground now if ( pmove->onground != -1 ) { PM_WalkMove(); } else { PM_AirMove(); // Take into account movement when in air. } // Set final flags. PM_CatagorizePosition(); // Now pull the base velocity back out. // Base velocity is set if you are on a moving object, like // a conveyor (or maybe another monster?) VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity ); // Make sure velocity is valid. PM_CheckVelocity(); // Add any remaining gravitational component. if ( !PM_InWater() ) { PM_FixupGravityVelocity(); } // If we are on ground, no downward velocity. if ( pmove->onground != -1 ) { pmove->velocity[2] = 0; } // See if we landed on the ground with enough force to play // a landing sound. PM_CheckFalling(); } // Did we enter or leave the water? PM_PlayWaterSounds(); break; } } void PM_CreateStuckTable( void ) { float x, y, z; int idx; int i; float zi[3]; memset(rgv3tStuckTable, 0, 54 * sizeof(vec3_t)); idx = 0; // Little Moves. x = y = 0; // Z moves for (z = -0.125 ; z <= 0.125 ; z += 0.125) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } x = z = 0; // Y moves for (y = -0.125 ; y <= 0.125 ; y += 0.125) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } y = z = 0; // X moves for (x = -0.125 ; x <= 0.125 ; x += 0.125) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } // Remaining multi axis nudges. for ( x = - 0.125; x <= 0.125; x += 0.250 ) { for ( y = - 0.125; y <= 0.125; y += 0.250 ) { for ( z = - 0.125; z <= 0.125; z += 0.250 ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } } } // Big Moves. x = y = 0; zi[0] = 0.0f; zi[1] = 1.0f; zi[2] = 6.0f; for (i = 0; i < 3; i++) { // Z moves z = zi[i]; rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } x = z = 0; // Y moves for (y = -2.0f ; y <= 2.0f ; y += 2.0) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } y = z = 0; // X moves for (x = -2.0f ; x <= 2.0f ; x += 2.0f) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } // Remaining multi axis nudges. for (i = 0 ; i < 3; i++) { z = zi[i]; for (x = -2.0f ; x <= 2.0f ; x += 2.0f) { for (y = -2.0f ; y <= 2.0f ; y += 2.0) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; rgv3tStuckTable[idx][2] = z; idx++; } } } } /* This modume implements the shared player physics code between any particular game and the engine. The same PM_Move routine is built into the game .dll and the client .dll and is invoked by each side as appropriate. There should be no distinction, internally, between server and client. This will ensure that prediction behaves appropriately. */ void PM_Move ( struct playermove_s *ppmove, int server ) { assert( pm_shared_initialized ); pmove = ppmove; PM_PlayerMove( ( server != 0 ) ? true : false ); if ( pmove->onground != -1 ) { pmove->flags |= FL_ONGROUND; } else { pmove->flags &= ~FL_ONGROUND; } // In single player, reset friction after each movement to FrictionModifier Triggers work still. if ( !pmove->multiplayer && ( pmove->movetype == MOVETYPE_WALK ) ) { pmove->friction = 1.0f; } } int PM_GetVisEntInfo( int ent ) { if ( ent >= 0 && ent <= pmove->numvisent ) { return pmove->visents[ ent ].info; } return -1; } int PM_GetPhysEntInfo( int ent ) { if ( ent >= 0 && ent <= pmove->numphysent) { return pmove->physents[ ent ].info; } return -1; } void PM_Init( struct playermove_s *ppmove ) { assert( !pm_shared_initialized ); pmove = ppmove; PM_CreateStuckTable(); PM_InitTextureTypes(); pm_shared_initialized = 1; }