Paranoia2/pm_shared/pm_shared.cpp

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/***
*
* 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 <assert.h>
#include "mathlib.h"
#include "const.h"
#include "usercmd.h"
#include "pm_defs.h"
#include "pm_shared.h"
#include "pm_movevars.h"
#include "pm_debug.h"
#include <stdio.h> // NULL
#include <math.h> // sqrt
#include <string.h> // strcpy
#include <stdlib.h> // atoi
#include <ctype.h> // isspace
#include "com_model.h"
#include "stringlib.h"
#include "material.h"
#include "studio.h"
#ifdef CLIENT_DLL
// Spectator Mode
int iJumpSpectator;
float vJumpOrigin[3];
float vJumpAngles[3];
#endif
// g-cont. Damn! stupid valve coders!!!
#ifdef CLIENT_DLL
#include "cdll_int.h"
extern cl_enginefunc_t gEngfuncs;
#define AngleVectors (*gEngfuncs.pfnAngleVectors)
#else
#include "eiface.h"
extern enginefuncs_t g_engfuncs;
#define AngleVectors (*g_engfuncs.pfnAngleVectors)
#endif
static int pm_shared_initialized = 0;
playermove_t *pmove = NULL;
// 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 STEP_MATERIAL 0 // custom step sounds
#define STEP_SLOSH 1 // shallow liquid puddle
#define STEP_WADE 2 // wading in liquid
#define STEP_LADDER 3 // 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
// double to float warning
//#pragma warning(disable : 4244)
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
#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
#define CONTENTS_FLYFIELD -17
#define CONTENTS_FLYFIELD_GRAVITY -18
#define CONTENTS_FOG -19
static vec3_t rgv3tStuckTable[54];
static int rgStuckLast[MAX_CLIENTS][2];
static float rgStuckCheckTime[MAX_CLIENTS][2]; // Last time we did a full
int g_onladder = 0;
void PM_PlayStepSound( int step, float fvol )
{
static int iSkipStep = 0;
int irand;
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;
Vector hvel = pmove->velocity;
hvel.z = 0.0f;
if( pmove->multiplayer && ( !g_onladder && hvel.Length() <= 160.0f ))
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 )
{
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;
default:
if( pmove->pMaterial )
{
irand = Q_min( irand, pmove->chtexturetype - 1 );
if( irand < 0 ) irand = 0; // to prevent to get bad value
pmove->PM_PlaySound( CHAN_BODY, pmove->pMaterial->step_sounds[irand], fvol, ATTN_NORM, 0, PITCH_NORM );
}
break;
}
}
/*
====================
PM_CatagorizeTextureType
Determine texture info for the texture we are standing on.
====================
*/
void PM_CatagorizeTextureType( void )
{
Vector start = pmove->origin;
Vector end = pmove->origin;
// Straight down
end.z -= 64;
// Fill in default values, just in case.
pmove->pMaterial = NULL;
pmove->chtexturetype = 0;
if( pmove->onground == -1 ) return; // not on ground
physent_t *pe = &pmove->physents[pmove->onground];
if( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP )
{
pmove->pMaterial = COM_MatDefFromSurface( pmove->PM_TraceSurface( pmove->onground, start, end ), pmove->origin );
}
else if( pe->solid == SOLID_CUSTOM )
{
pmtrace_t *tr = pmove->PM_TraceLine( start, end, PM_STUDIO_IGNORE, 2, -1 );
if( tr->ent == pmove->onground && tr->surf )
pmove->pMaterial = tr->surf->effects;
}
if( !pmove->pMaterial ) return;
// count sounds
for( pmove->chtexturetype = 0; pmove->pMaterial->step_sounds[pmove->chtexturetype] != NULL; pmove->chtexturetype++ );
}
void PM_UpdateStepSound( void )
{
int fWalking;
float fvol;
Vector knee;
Vector feet;
Vector center;
float height;
float speed;
float velrun;
float velwalk;
float flduck;
int fLadder;
int step;
if ( pmove->movetype == MOVETYPE_NOCLIP )
return;
if ( pmove->flTimeStepSound > 0 )
return;
if ( pmove->flags & FL_FROZEN )
return;
PM_CatagorizeTextureType();
speed = pmove->velocity.Length();
// determine if we are on a ladder
fLadder = ( pmove->movetype == MOVETYPE_FLY );// 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 = 80;
velrun = 160;
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 ) ) && ( pmove->velocity.Length() > 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 = STEP_MATERIAL;
fvol = fWalking ? 0.2 : 0.5;
pmove->flTimeStepSound = fWalking ? 400 : 300;
}
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, const Vector &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( const Vector &in, const Vector &normal, Vector &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;
Vector dir;
float d;
int numplanes;
Vector planes[MAX_CLIP_PLANES];
Vector primal_velocity, original_velocity;
Vector new_velocity;
int i, j;
pmtrace_t trace;
Vector 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 ; bumpcount<numbumps ; bumpcount++)
{
if( pmove->velocity == g_vecZero )
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
pmove->velocity = g_vecZero;
pmove->flags |= FL_STUCKED;
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.
pmove->velocity = g_vecZero;
//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
//
if ( pmove->movetype == MOVETYPE_WALK && ((pmove->onground == -1) || (pmove->friction != 1)) ) // relfect player velocity
{
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 ; i<numplanes ; i++)
{
PM_ClipVelocity (
original_velocity,
planes[i],
pmove->velocity,
1);
for (j=0 ; j<numplanes ; j++)
if (j != i)
{
// Are we now moving against this plane?
if (DotProduct (pmove->velocity, 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);
pmove->velocity = g_vecZero;
//Con_DPrintf("Trapped 4\n");
break;
}
dir = CrossProduct (planes[0], planes[1]);
d = DotProduct (dir, pmove->velocity);
pmove->velocity = dir * d;
}
//
// 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");
pmove->velocity = g_vecZero;
break;
}
}
}
if( allFraction == 0.0f )
{
pmove->velocity = g_vecZero;
// pmove->Con_Printf( "Don't stick\n" );
}
return blocked;
}
/*
==============
PM_Accelerate
==============
*/
void PM_Accelerate (const Vector &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;
Vector wishvel;
float spd;
float fmove, smove;
Vector wishdir;
float wishspeed;
Vector dest, start;
Vector original, originalvel;
Vector down, downvel;
float downdist, updist;
pmtrace_t trace;
qboolean bIsSprint;
float iSprintFactor = 1.25;
if ( (pmove->cmd.buttons & IN_RUN) && (pmove->cmd.buttons & IN_FORWARD) )
{
pmove->oldbuttons |= IN_RUN;
bIsSprint = true;
}
else
{
pmove->oldbuttons &= ~IN_RUN;
bIsSprint = false;
}
// 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;
pmove->forward = pmove->forward.Normalize(); // Normalize remainder of vectors.
pmove->right = pmove->right.Normalize(); //
for( i = 0; i < 2; i++ ) // Determine x and y parts of velocity
{
if (bIsSprint && (!( pmove->flags & FL_DUCKING)))
wishvel[i] = pmove->forward[i]*(fmove * iSprintFactor) + pmove->right[i] * smove;
else
wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove;
}
wishvel[2] = 0; // Zero out z part of velocity
wishdir = wishvel; // determine maginitude of speed of move
wishspeed = wishdir.Length();
wishdir = wishdir.Normalize();
// buz: clientmaxspeed is now means speed factor to wishspeed -
// from 0 to 100 percent
// pmove->Con_Printf("wishspeed before: %f\n", wishspeed);
wishspeed = wishspeed * pmove->clientmaxspeed / (float)100;
// pmove->Con_Printf("wishspeed: %f, maxspeed: %f\n", wishspeed, pmove->clientmaxspeed);
//
// Clamp to server defined max speed
//
if( bIsSprint && (!( pmove->flags & FL_DUCKING)) )
{
if (wishspeed > pmove->maxspeed + iSprintFactor)
{
wishvel *= (( pmove->maxspeed + iSprintFactor ) / wishspeed );
wishspeed = pmove->maxspeed + iSprintFactor;
}
}
else
{
if (wishspeed > pmove->maxspeed)
{
wishvel *= (pmove->maxspeed / wishspeed);
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.
pmove->velocity += pmove->basevelocity;
spd = pmove->velocity.Length();
if (spd < 1.0f)
{
pmove->velocity = g_vecZero;
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 || pmove->watertype == CONTENTS_FOG))
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;
Vector 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
{
Vector 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 (const Vector &wishdir, float wishspeed, float accel)
{
int i;
float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
if (pmove->dead)
return;
if (pmove->waterjumptime)
return;
// Cap speed
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;
Vector wishvel;
float wishspeed;
Vector wishdir;
Vector start, dest;
Vector 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 && pmove->watertype != CONTENTS_FLYFIELD) //LRC
wishvel[2] -= 60; // drift towards bottom
else // Go straight up by upmove amount.
wishvel[2] += pmove->cmd.upmove;
// Copy it over and determine speed
wishdir = wishvel;
wishspeed = wishdir.Length();
wishdir = wishdir.Normalize();
// buz: clientmaxspeed is now means speed factor to wishspeed -
// from 0 to 100 percent
wishspeed = wishspeed * pmove->clientmaxspeed / (float)100;
// Cap speed.
if (wishspeed > pmove->maxspeed)
{
wishvel *= ( pmove->maxspeed / wishspeed );
wishspeed = pmove->maxspeed;
}
// Slow us down a bit.
wishspeed *= 0.8;
pmove->velocity += pmove->basevelocity;
// Water friction
VectorCopy(pmove->velocity, temp);
speed = pmove->velocity.Length();
if (speed)
{
newspeed = speed - pmove->frametime * speed * pmove->movevars->friction * pmove->friction;
if (newspeed < 0)
newspeed = 0;
pmove->velocity *= ( newspeed / speed );
}
else
newspeed = 0;
//
// water acceleration
//
if ( wishspeed < 0.1f )
{
return;
}
addspeed = wishspeed - newspeed;
if (addspeed > 0)
{
wishvel = wishvel.Normalize();
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
dest = pmove->origin + pmove->velocity * pmove->frametime;
start = dest;
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;
Vector wishvel;
float fmove, smove;
Vector 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
pmove->forward = pmove->forward.Normalize();
pmove->right = pmove->right.Normalize();
// 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
wishdir = wishvel; // determine maginitude of speed of move
wishspeed = wishdir.Length();
wishdir = wishdir.Normalize();
// buz: clientmaxspeed is now means speed factor to wishspeed -
// from 0 to 100 percent
wishspeed = wishspeed * pmove->clientmaxspeed / (float)100;
// Clamp to server defined max speed
if (wishspeed > pmove->maxspeed)
{
wishvel *= ( pmove->maxspeed / wishspeed );
wishspeed = pmove->maxspeed;
}
PM_AirAccelerate (wishdir, wishspeed, pmove->movevars->airaccelerate);
// Add in any base velocity to the current velocity.
pmove->velocity += pmove->basevelocity;
PM_FlyMove ();
}
qboolean PM_InWater( void )
{
return ( pmove->waterlevel > 1 && pmove->watertype != CONTENTS_FOG );
}
/*
=============
PM_CheckWater
Sets pmove->waterlevel and pmove->watertype values.
=============
*/
qboolean PM_CheckWater ()
{
Vector 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 ) || (cont >= CONTENTS_FOG && cont <= CONTENTS_FLYFIELD))
{
// 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 ) || (cont >= CONTENTS_FOG && cont <= CONTENTS_FLYFIELD))
{
// 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 ) || cont == CONTENTS_FOG) // Flyfields never cover the eyes
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 Vector current_table[] =
{
Vector( 1, 0, 0 ),
Vector( 0, 1, 0 ),
Vector(-1, 0, 0 ),
Vector( 0, -1, 0 ),
Vector( 0, 0, 1 ),
Vector( 0, 0, -1 )
};
pmove->basevelocity = pmove->basevelocity + current_table[CONTENTS_CURRENT_0 - truecont] * (pmove->waterlevel * 50.0f);
}
}
return pmove->waterlevel > 1;
}
/*
=============
PM_CatagorizePosition
=============
*/
void PM_CatagorizePosition (void)
{
Vector point;
pmtrace_t tr;
// if the player hull point one unit down is solid, the player
// is on ground
if( pmove->movetype == MOVETYPE_NOCLIP )
return;
// 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, Vector &offset )
{
// last time we did a full
int idx = rgStuckLast[nIndex][server]++;
offset = rgv3tStuckTable[idx % 54];
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)
{
pmtrace_t traceresult;
// If position is okay, exit
int hitent = pmove->PM_TestPlayerPosition( pmove->origin, &traceresult );
if( hitent == -1 )
{
PM_ResetStuckOffsets( pmove->player_index, pmove->server );
return 0;
}
Vector base = pmove->origin;
Vector offset, test;
// Deal with precision error in network or stuck with physics body
if( !pmove->server || pmove->physents[hitent].solid == SOLID_CUSTOM )
{
// world, BSP model or custom convex hull
if(( !hitent == 0 ) || pmove->physents[hitent].model || pmove->physents[hitent].solid == SOLID_CUSTOM )
{
int nReps = 0;
PM_ResetStuckOffsets( pmove->player_index, pmove->server );
do
{
int i = PM_GetRandomStuckOffsets( pmove->player_index, pmove->server, offset );
test = base + offset;
if( pmove->PM_TestPlayerPosition( test, &traceresult ) == -1 )
{
PM_ResetStuckOffsets( pmove->player_index, pmove->server );
// pmove->Con_Printf( "Unstick by %i\n", i );
pmove->origin = test;
return 0;
}
} while( ++nReps < 54 );
}
}
// only an issue on the client.
int idx = (pmove->server) ? 0 : 1;
float fTime = pmove->Sys_FloatTime();
// too soon?
if( rgStuckCheckTime[pmove->player_index][idx] >= ( fTime - PM_CHECKSTUCK_MINTIME ))
{
// can't move we're stuck!
pmove->flags |= FL_STUCKED;
return 1;
}
rgStuckCheckTime[pmove->player_index][idx] = fTime;
pmove->PM_StuckTouch( hitent, &traceresult );
int i = PM_GetRandomStuckOffsets( pmove->player_index, pmove->server, offset );
test = base + offset;
if(( hitent = pmove->PM_TestPlayerPosition( test, NULL )) == -1 )
{
PM_ResetStuckOffsets( pmove->player_index, pmove->server );
pmove->origin = test;
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 )
{
for( float z = 0; z <= (4 * pmove->movevars->stepsize); z += pmove->movevars->stepsize )
{
for( float x = -8.0f; x <= 8.0f; x += 8.0f )
{
for( float y = -8.0f; y <= 8.0f; y += 8.0f )
{
test = base;
test.x += x;
test.y += y;
test.z += z;
if( pmove->PM_TestPlayerPosition( test, NULL ) == -1 )
{
pmove->origin = test;
return 0;
}
}
}
}
}
// can't move we're stuck!
pmove->flags |= FL_STUCKED;
return 1;
}
/*
===============
PM_SpectatorMove
===============
*/
void PM_SpectatorMove (void)
{
float speed, drop, friction, control, newspeed;
//float accel;
float currentspeed, addspeed, accelspeed;
int i;
Vector wishvel;
float fmove, smove;
Vector 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 );
pmove->velocity = g_vecZero;
iJumpSpectator = 0;
return;
}
#endif
// Move around in normal spectator method
speed = pmove->velocity.Length();
if (speed < 1)
{
pmove->velocity = g_vecZero;
}
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;
pmove->velocity *= newspeed;
}
// accelerate
fmove = pmove->cmd.forwardmove;
smove = pmove->cmd.sidemove;
pmove->forward = pmove->forward.Normalize();
pmove->right = pmove->right.Normalize();
for (i=0 ; i<3 ; i++)
{
wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove;
}
wishvel[2] += pmove->cmd.upmove;
wishdir = wishvel;
wishspeed = wishdir.Length();
wishdir = wishdir.Normalize();
//
// clamp to server defined max speed
//
if (wishspeed > pmove->movevars->spectatormaxspeed)
{
wishvel *= ( pmove->movevars->spectatormaxspeed / wishspeed );
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;
pmove->velocity += wishdir * accelspeed;
// move
pmove->origin += pmove->velocity * pmove->frametime;
}
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
pmove->velocity = g_vecZero;
}
}
/*
==================
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;
Vector 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;
Vector newOrigin;
VectorCopy( pmove->origin, newOrigin );
if ( pmove->onground != -1 && pmove->flags & FL_DUCKING && pmove->bInDuck == false)
{
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->dead )
{
// Try to unduck
if ( pmove->flags & FL_DUCKING )
{
PM_UnDuck();
}
return;
}
if ( pmove->flags & FL_DUCKING )
{
pmove->cmd.forwardmove *= 0.333;
pmove->cmd.sidemove *= 0.333;
pmove->cmd.upmove *= 0.333;
}
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 = Q_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 )
{
Vector ladderCenter;
trace_t trace;
qboolean onFloor;
Vector floor;
Vector modelmins, modelmaxs;
if ( pmove->movetype == MOVETYPE_NOCLIP )
return;
pmove->PM_GetModelBounds( pLadder->model, modelmins, modelmaxs );
ladderCenter = pLadder->origin + ( modelmins + modelmaxs ) * 0.5f;
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;
// g-cont. check bmodels ground too
pmtrace_t *tr = pmove->PM_TraceLine( floor, floor, PM_STUDIO_IGNORE, 2, -1 );
if( /*pmove->PM_PointContents( floor, NULL ) == CONTENTS_SOLID || */ tr->ent != -1 )
onFloor = true;
else onFloor = false;
pmove->gravity = 0;
pLadder->solid = SOLID_BSP; // HACKHACK: to allow rotating on ladder model
pmove->PM_TraceModel( pLadder, pmove->origin, ladderCenter, &trace );
pLadder->solid = SOLID_NOT;
if ( trace.fraction != 1.0 )
{
float forward = 0, right = 0;
Vector vpn, v_right;
AngleVectors( pmove->angles, vpn, v_right, NULL );
if ( pmove->cmd.buttons & IN_BACK )
forward -= MAX_CLIMB_SPEED;
if ( pmove->cmd.buttons & IN_FORWARD )
forward += MAX_CLIMB_SPEED;
if ( pmove->cmd.buttons & IN_MOVELEFT )
right -= MAX_CLIMB_SPEED;
if ( pmove->cmd.buttons & IN_MOVERIGHT )
right += MAX_CLIMB_SPEED;
if ( pmove->cmd.buttons & IN_JUMP )
{
pmove->movetype = MOVETYPE_WALK;
pmove->velocity = trace.plane.normal * 270;
}
else
{
if ( forward != 0 || right != 0 )
{
Vector velocity, 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);
velocity = vpn * forward;
velocity += v_right * right;
// Perpendicular in the ladder plane
Vector perp = CrossProduct( Vector(0,0,1), trace.plane.normal );
perp = perp.Normalize();
// decompose velocity into ladder plane
normal = DotProduct( velocity, trace.plane.normal );
// This is the velocity into the face of the ladder
cross = trace.plane.normal * normal;
// This is the player's additional velocity
lateral = velocity - cross;
// 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.
tmp = CrossProduct( trace.plane.normal, perp );
pmove->velocity = lateral + tmp * -normal;
if( onFloor && normal > 0 ) // On ground moving away from the ladder
{
pmove->velocity += trace.plane.normal * MAX_CLIMB_SPEED;
}
//pev->velocity = lateral - (CrossProduct( trace.vecPlaneNormal, perp ) * normal);
}
else
{
pmove->velocity = g_vecZero;
}
}
}
}
physent_t *PM_Ladder( void )
{
physent_t *pe;
Vector offset, test;
for( int 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_t *hull = (hull_t *)pmove->PM_HullForBsp( pe, offset );
int num = hull->firstclipnode;
// Offset the test point appropriately for this hull.
test = pmove->origin - offset;
// support for rotational triggers
if(( pe->model->flags & 2 ) && pe->angles != g_vecZero )
{
// g-cont. can't acess to CBase->EntityToWorldTransform() :'-(
// so we build matrix from scratch
matrix4x4 entityToWorld( offset, pe->angles );
test = entityToWorld.VectorITransform( pmove->origin );
}
// 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 (const Vector &push)
{
pmtrace_t trace;
Vector end;
end = pmove->origin + push;
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;
Vector 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(( pmove->basevelocity == g_vecZero) && ( pmove->velocity == g_vecZero ))
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
pmove->velocity += pmove->basevelocity;
PM_CheckVelocity();
move = pmove->velocity * pmove->frametime;
pmove->velocity -= pmove->basevelocity;
trace = PM_PushEntity (move); // Should this clear basevelocity
PM_CheckVelocity();
if (trace.allsolid)
{
// entity is trapped in another solid
pmove->onground = trace.ent;
pmove->velocity = g_vecZero;
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;
Vector base;
base = g_vecZero;
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;
pmove->velocity = g_vecZero;
}
else
{
move = pmove->velocity * (( 1.0f - trace.fraction ) * pmove->frametime * 0.9f );
trace = PM_PushEntity (move);
}
pmove->velocity -= base;
}
// check for in water
PM_CheckWater();
}
/*
====================
PM_NoClip
====================
*/
void PM_NoClip( float factor )
{
Vector wishvel;
float fmove, smove, umove;
float maxspeed = pmove->maxspeed * factor; // speed for noclip movement
// Copy movement amounts
fmove = pmove->cmd.forwardmove;
smove = pmove->cmd.sidemove;
umove = pmove->cmd.upmove;
pmove->forward = pmove->forward.Normalize() * factor;
pmove->right = pmove->right.Normalize() * factor;
pmove->up = pmove->up.Normalize() * factor;
// Determine x and y parts of velocity
wishvel = pmove->forward * fmove + pmove->right * smove + pmove->up * umove;
Vector wishdir = wishvel.Normalize();
float wishspeed = wishvel.Length();
if( wishspeed > maxspeed )
{
wishvel *= ( maxspeed / wishspeed );
wishspeed = maxspeed;
}
pmove->origin += wishvel * pmove->frametime;
// Zero out the velocity so that we don't accumulate a huge downward velocity from
// gravity, etc.
pmove->velocity = g_vecZero;
}
// 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 = pmove->velocity.Length();
if ( spd <= maxscaledspeed )
return;
fraction = ( maxscaledspeed / spd ) * 0.65; //Returns the modifier for the velocity
pmove->velocity *= fraction; //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 && pmove->watertype != CONTENTS_FOG)
{ // 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( STEP_MATERIAL, 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 ) &&
pmove->velocity.Length() > 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
{
// buz: get jump height from player settings
// jumpheight is percent from normal [0-100]
int jumpheight = atoi(pmove->PM_Info_ValueForKey(pmove->physinfo, "jh"));
pmove->velocity[2] = sqrt(2 * (800 / 100) * jumpheight * 45.0);
// pmove->Con_DPrintf("PM: jumping with: %d\n", jumpheight);
}
// 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)
{
Vector vecStart, vecEnd;
Vector flatforward;
Vector 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 = flatvelocity.Length();
flatvelocity = flatvelocity.Normalize();
// see if near an edge
flatforward[0] = pmove->forward[0];
flatforward[1] = pmove->forward[1];
flatforward[2] = 0;
flatforward = flatforward.Normalize();
// 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;
vecEnd = vecStart + flatforward * 24;
// 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;
vecEnd = vecStart + flatforward * 24;
pmove->movedir = tr.plane.normal * -50;
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( STEP_MATERIAL, fvol );
// buz: new punch system
float punch = (pmove->flFallVelocity > 700 ? 700 : pmove->flFallVelocity) * 0.42;
// pmove->Con_DPrintf("fall vel: %f, punch: %f\n", pmove->flFallVelocity, punch/20);
pmove->fuser2 += punch;
pmove->fuser3 += pmove->RandomFloat(punch/-10, punch/10);
pmove->fuser4 += pmove->RandomFloat(punch/-10, punch/10);
}
}
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->watertype > CONTENTS_FLYFIELD) ||
( 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( const Vector &angles, const Vector &velocity, float rollangle, float rollspeed )
{
float sign;
float side;
float value;
Vector 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
=============
*/
#define PUNCH_DAMPING 9.0f // bigger number makes the response more damped, smaller is less damped
// currently the system will overshoot, with larger damping values it won't
#define PUNCH_SPRING_CONSTANT 65.0f // bigger number increases the speed at which the view corrects
void PM_DropPunchAngle ( Vector &punchangle )
{
// buz: у нас теперь новый, свежеспертый из хл2, пунч.
float damping;
float springForceMagnitude;
Vector savepunch = Vector( pmove->fuser2, pmove->fuser3, pmove->fuser4 );
if ( punchangle.Length() > 0.001 || savepunch.Length() > 0.001 )
{
punchangle += savepunch * pmove->frametime;
damping = 1.0f - (PUNCH_DAMPING * pmove->frametime);
if ( damping < 0.0f )
{
damping = 0.0f;
}
savepunch *= damping;
// torsional spring
// UNDONE: Per-axis spring constant?
springForceMagnitude = PUNCH_SPRING_CONSTANT * pmove->frametime;
springForceMagnitude = bound( 0, springForceMagnitude, 2 );
savepunch += punchangle * -springForceMagnitude;
// don't wrap around
punchangle[0] = bound( -89, punchangle[0], 89 );
punchangle[1] = bound( -179, punchangle[1], 179 );
punchangle[2] = bound( -89, punchangle[2], 89 );
pmove->fuser2 = savepunch.x;
pmove->fuser3 = savepunch.y;
pmove->fuser4 = savepunch.z;
}
}
/*
==============
PM_CheckParamters
==============
*/
void PM_CheckParamters( void )
{
float spd;
Vector v_angle;
// clear stuck flag for each frame
pmove->flags &= ~FL_STUCKED;
spd = ( pmove->cmd.forwardmove * pmove->cmd.forwardmove ) + ( pmove->cmd.sidemove * pmove->cmd.sidemove ) + ( pmove->cmd.upmove * pmove->cmd.upmove );
spd = sqrt( spd );
// buz: clientmaxspeed is now means speed factor to wishspeed -
// from 0 to 100 percent
// maxspeed = pmove->clientmaxspeed; //atof( pmove->PM_Info_ValueForKey( pmove->physinfo, "maxspd" ) );
// if ( maxspeed != 0.0 )
// {
// pmove->maxspeed = min( maxspeed, pmove->maxspeed );
// }
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;
if( !( pmove->flags & FL_ONTRAIN ))
pmove->cmd.buttons = 0; // LRC - no jump sounds when frozen!
}
PM_DropPunchAngle( pmove->punchangle );
// Take angles from command.
if ( !pmove->dead )
{
VectorCopy ( pmove->cmd.viewangles, v_angle );
v_angle += pmove->punchangle;
// set up view angles.
pmove->angles[PITCH] = v_angle[PITCH];
pmove->angles[YAW] = v_angle[YAW];
pmove->angles[ROLL] = PM_CalcRoll( v_angle, pmove->velocity, pmove->movevars->rollangle, pmove->movevars->rollspeed ) * 4;
}
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() )
{
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 (pmove->watertype > CONTENTS_FLYFIELD)
pmove->oldwaterlevel = pmove->waterlevel;
else
pmove->oldwaterlevel = 0;
// If we are not on ground, store off how fast we are moving down
if ( pmove->onground == -1 && pmove->movetype != MOVETYPE_NOCLIP )
{
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;
}
}
// Slow down, I'm pulling it! (a box maybe) but only when I'm standing on ground
if ( ( pmove->onground != -1 ) && ( pmove->cmd.buttons & IN_USE) )
{
pmove->velocity *= 0.3f;
}
// 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( 1.0f );
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.
pmove->velocity += pmove->basevelocity;
PM_FlyMove();
pmove->velocity -= pmove->basevelocity;
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 && pmove->watertype != CONTENTS_FOG)
{
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();
pmove->velocity -= pmove->basevelocity;
// 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?)
pmove->velocity -= pmove->basevelocity;
// 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(Vector));
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;
// ppmove->Con_Printf("clientmaxspeed: %f\n", ppmove->clientmaxspeed);
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;
}
playermove_t *PM_GetPlayerMove( void )
{
return pmove;
}
void PM_Init( struct playermove_s *ppmove )
{
assert( !pm_shared_initialized );
pmove = ppmove;
PM_CreateStuckTable();
pm_shared_initialized = 1;
}