mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
3222 lines
75 KiB
C++
3222 lines
75 KiB
C++
#include "precompiled.h"
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BOOL pm_shared_initialized = FALSE;
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vec3_t rgv3tStuckTable[54];
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int rgStuckLast[MAX_CLIENTS][2];
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int pm_gcTextures = 0;
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char pm_grgszTextureName[MAX_TEXTURES][MAX_TEXTURENAME_LENGHT];
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char pm_grgchTextureType[MAX_TEXTURES];
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playermove_t *pmove = nullptr;
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BOOL g_onladder = FALSE;
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#ifdef CLIENT_DLL
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int iJumpSpectator;
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float vJumpOrigin[3];
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float vJumpAngles[3];
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#endif
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void PM_SwapTextures(int i, int j)
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{
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char chTemp;
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char szTemp[MAX_TEXTURENAME_LENGHT];
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Q_strcpy(szTemp, pm_grgszTextureName[i]);
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chTemp = pm_grgchTextureType[i];
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Q_strcpy(pm_grgszTextureName[i], pm_grgszTextureName[j]);
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pm_grgchTextureType[i] = pm_grgchTextureType[j];
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Q_strcpy(pm_grgszTextureName[j], szTemp);
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pm_grgchTextureType[j] = chTemp;
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}
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NOXREF qboolean PM_IsThereGrassTexture()
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{
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for (int i = 0; i < pm_gcTextures; i++)
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{
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if (pm_grgchTextureType[i] == CHAR_TEX_GRASS)
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return TRUE;
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}
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return FALSE;
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}
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void PM_SortTextures()
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{
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// Bubble sort, yuck, but this only occurs at startup and it's only 512 elements...
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int i, j;
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for (i = 0; i < pm_gcTextures; i++)
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{
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for (j = i + 1; j < pm_gcTextures; j++)
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{
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if (Q_stricmp(pm_grgszTextureName[i], pm_grgszTextureName[j]) > 0)
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{
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// Swap
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PM_SwapTextures(i, j);
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}
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}
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}
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}
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void PM_InitTextureTypes()
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{
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char buffer[512];
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int i, j;
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byte *pMemFile;
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int fileSize, filePos = 0;
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static bool bTextureTypeInit = false;
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if (bTextureTypeInit)
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return;
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Q_memset(&(pm_grgszTextureName[0][0]), 0, sizeof(pm_grgszTextureName));
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Q_memset(pm_grgchTextureType, 0, sizeof(pm_grgchTextureType));
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pm_gcTextures = 0;
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Q_memset(buffer, 0, sizeof(buffer));
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pMemFile = pmove->COM_LoadFile("sound/materials.txt", 5, &fileSize);
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if (!pMemFile)
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return;
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// for each line in the file...
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while (pmove->memfgets(pMemFile, fileSize, &filePos, buffer, sizeof(buffer) - 1) && (pm_gcTextures < MAX_TEXTURES))
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{
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// skip whitespace
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i = 0;
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while (buffer[i] && isspace(buffer[i]))
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i++;
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if (!buffer[i])
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continue;
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// skip comment lines
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if (buffer[i] == '/' || !isalpha(buffer[i]))
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continue;
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// get texture type
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pm_grgchTextureType[pm_gcTextures] = toupper(buffer[i++]);
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// skip whitespace
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while (buffer[i] && isspace(buffer[i]))
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i++;
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if (!buffer[i])
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continue;
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// get sentence name
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j = i;
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while (buffer[j] && !isspace(buffer[j]))
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j++;
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if (!buffer[j])
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continue;
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// null-terminate name and save in sentences array
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j = Q_min(j, MAX_TEXTURENAME_LENGHT - 1 + i);
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buffer[j] = '\0';
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Q_strcpy(&(pm_grgszTextureName[pm_gcTextures++][0]), &(buffer[i]));
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}
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// Must use engine to free since we are in a .dll
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pmove->COM_FreeFile(pMemFile);
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PM_SortTextures();
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bTextureTypeInit = true;
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}
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char EXT_FUNC PM_FindTextureType(char *name)
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{
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int left, right, pivot;
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int val;
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assert(pm_shared_initialized);
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left = 0;
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right = pm_gcTextures - 1;
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while (left <= right)
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{
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pivot = (left + right) / 2;
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val = Q_strnicmp(name, pm_grgszTextureName[pivot], MAX_TEXTURENAME_LENGHT - 1);
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if (val == 0)
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{
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return pm_grgchTextureType[pivot];
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}
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else if (val > 0)
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{
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left = pivot + 1;
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}
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else if (val < 0)
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{
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right = pivot - 1;
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}
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}
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return CHAR_TEX_CONCRETE;
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}
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void PM_PlayStepSound(int step, float fvol)
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{
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static int iSkipStep = 0;
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int irand;
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pmove->iStepLeft = !pmove->iStepLeft;
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if (!pmove->runfuncs)
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{
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return;
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}
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irand = pmove->RandomLong(0, 1) + (pmove->iStepLeft * 2);
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// FIXME mp_footsteps needs to be a movevar
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if (pmove->multiplayer && !pmove->movevars->footsteps)
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return;
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// irand - 0,1 for right foot, 2,3 for left foot
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// used to alternate left and right foot
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// FIXME, move to player state
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switch (step)
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{
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default:
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case STEP_CONCRETE:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_step1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_step3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_step2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_step4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_METAL:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_metal1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_metal3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_metal2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_metal4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_DIRT:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_dirt1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_dirt3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_dirt2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_dirt4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_VENT:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_duct1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_duct3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_duct2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_duct4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_GRATE:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_grate1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_grate3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_grate2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_grate4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_TILE:
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if (!pmove->RandomLong(0, 4))
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irand = 4;
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_tile1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_tile3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_tile2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_tile4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 4: pmove->PM_PlaySound(CHAN_BODY, "player/pl_tile5.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_SLOSH:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_slosh1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_slosh3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_slosh2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_slosh4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_WADE:
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if (iSkipStep == 0)
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{
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iSkipStep++;
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break;
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}
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if (iSkipStep++ == 3)
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{
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iSkipStep = 0;
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}
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_LADDER:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_ladder1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_ladder3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_ladder2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_ladder4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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case STEP_SNOW:
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switch (irand)
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{
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// right foot
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case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_snow1.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_snow3.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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// left foot
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case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_snow2.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_snow4.wav", fvol, ATTN_NORM, 0, PITCH_NORM); break;
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}
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break;
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}
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}
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int PM_MapTextureTypeStepType(char chTextureType)
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{
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switch (chTextureType)
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{
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default:
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case CHAR_TEX_CONCRETE: return STEP_CONCRETE;
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case CHAR_TEX_METAL: return STEP_METAL;
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case CHAR_TEX_DIRT: return STEP_DIRT;
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case CHAR_TEX_VENT: return STEP_VENT;
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case CHAR_TEX_GRATE: return STEP_GRATE;
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case CHAR_TEX_TILE: return STEP_TILE;
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case CHAR_TEX_SLOSH: return STEP_SLOSH;
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case CHAR_TEX_SNOW: return STEP_SNOW;
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}
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}
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void PM_CatagorizeTextureType()
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{
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vec3_t start, end;
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const char *pTextureName;
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VectorCopy(pmove->origin, start);
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VectorCopy(pmove->origin, end);
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// Straight down
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end[2] -= 64.0f;
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// Fill in default values, just in case.
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pmove->sztexturename[0] = '\0';
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pmove->chtexturetype = CHAR_TEX_CONCRETE;
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pTextureName = pmove->PM_TraceTexture(pmove->onground, start, end);
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if (!pTextureName)
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return;
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// strip leading '-0' or '+0~' or '{' or '!'
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if (*pTextureName == '-' || *pTextureName == '+')
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pTextureName += 2;
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if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
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pTextureName++;
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Q_strcpy(pmove->sztexturename, pTextureName);
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pmove->sztexturename[MAX_TEXTURENAME_LENGHT - 1] = '\0';
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// get texture type
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pmove->chtexturetype = PM_FindTextureType(pmove->sztexturename);
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}
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LINK_HOOK_VOID_CHAIN2(PM_UpdateStepSound);
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void EXT_FUNC __API_HOOK(PM_UpdateStepSound)()
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{
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float fvol;
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vec3_t knee;
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vec3_t feet;
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vec3_t center;
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float height;
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float speed;
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int fLadder;
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int step;
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int onground;
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if (pmove->flTimeStepSound > 0)
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return;
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if (pmove->flags & FL_FROZEN)
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return;
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speed = Length(pmove->velocity);
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if (speed <= 150.0)
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{
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pmove->flTimeStepSound = 400;
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return;
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}
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// determine if we are on a ladder
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fLadder = (pmove->movetype == MOVETYPE_FLY);
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// determine if we are not in air
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onground = (pmove->onground != -1);
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// If we're on a ladder or on the ground play step sound.
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if (fLadder || onground)
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{
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PM_CatagorizeTextureType();
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VectorCopy(pmove->origin, center);
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VectorCopy(pmove->origin, knee);
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VectorCopy(pmove->origin, feet);
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height = pmove->player_maxs[pmove->usehull][2] - pmove->player_mins[pmove->usehull][2];
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knee[2] = pmove->origin[2] - 0.3 * height;
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feet[2] = pmove->origin[2] - 0.5 * height;
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// find out what we're stepping in or on...
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if (fLadder)
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{
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step = STEP_LADDER;
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fvol = 0.35;
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pmove->flTimeStepSound = 350;
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}
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else if (pmove->PM_PointContents(knee, nullptr) == CONTENTS_WATER)
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{
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step = STEP_WADE;
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fvol = 0.65;
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pmove->flTimeStepSound = 600;
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}
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else if (pmove->PM_PointContents(feet, nullptr) == CONTENTS_WATER)
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{
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step = STEP_SLOSH;
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fvol = 0.5;
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pmove->flTimeStepSound = 300;
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}
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else
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{
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// find texture under player, if different from current texture,
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// get material type
|
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step = PM_MapTextureTypeStepType(pmove->chtexturetype);
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|
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switch (pmove->chtexturetype)
|
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{
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default:
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case CHAR_TEX_CONCRETE:
|
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fvol = 0.5;
|
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pmove->flTimeStepSound = 300;
|
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break;
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case CHAR_TEX_METAL:
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fvol = 0.5;
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pmove->flTimeStepSound = 300;
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break;
|
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case CHAR_TEX_DIRT:
|
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fvol = 0.55;
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pmove->flTimeStepSound = 300;
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break;
|
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case CHAR_TEX_VENT:
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fvol = 0.7;
|
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pmove->flTimeStepSound = 300;
|
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break;
|
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case CHAR_TEX_GRATE:
|
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fvol = 0.5;
|
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pmove->flTimeStepSound = 300;
|
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break;
|
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case CHAR_TEX_TILE:
|
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fvol = 0.5;
|
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pmove->flTimeStepSound = 300;
|
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break;
|
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case CHAR_TEX_SLOSH:
|
|
fvol = 0.5;
|
|
pmove->flTimeStepSound = 300;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ((pmove->flags & FL_DUCKING) || fLadder)
|
|
{
|
|
// slower step time if ducking
|
|
pmove->flTimeStepSound += 100;
|
|
|
|
// play the sound
|
|
// 35% volume if ducking
|
|
if ((pmove->flags & FL_DUCKING) && pmove->flDuckTime < 950.0)
|
|
{
|
|
fvol *= 0.35;
|
|
}
|
|
}
|
|
|
|
PM_PlayStepSound(step, fvol);
|
|
}
|
|
}
|
|
|
|
// Add's the trace result to touch list, if contact is not already in list.
|
|
qboolean PM_AddToTouched(pmtrace_t tr, vec_t *impactvelocity)
|
|
{
|
|
int i;
|
|
for (i = 0; i < pmove->numtouch; i++)
|
|
{
|
|
if (pmove->touchindex[i].ent == tr.ent)
|
|
break;
|
|
}
|
|
|
|
// Already in list.
|
|
if (i != pmove->numtouch)
|
|
{
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Slide off of the impacting object
|
|
// returns the blocked flags:
|
|
// 0x01 == floor
|
|
// 0x02 == step / wall
|
|
int PM_ClipVelocity(vec_t *in, vec_t *normal, vec_t *out, float overbounce)
|
|
{
|
|
float change;
|
|
real_t angle;
|
|
real_t backoff;
|
|
int i, blocked;
|
|
|
|
angle = normal[2];
|
|
|
|
// Assume unblocked.
|
|
blocked = 0x00;
|
|
|
|
// If the plane that is blocking us has a positive z component, then assume it's a floor.
|
|
if (angle > 0)
|
|
{
|
|
blocked |= 0x01;
|
|
}
|
|
|
|
// If the plane has no Z, it is vertical (wall/step)
|
|
if (!angle)
|
|
{
|
|
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 = in[i] - normal[i] * backoff;
|
|
out[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()
|
|
{
|
|
real_t ent_gravity;
|
|
|
|
if (pmove->waterjumptime)
|
|
return;
|
|
|
|
if (pmove->gravity != 0.0f)
|
|
ent_gravity = pmove->gravity;
|
|
else
|
|
ent_gravity = 1.0f;
|
|
|
|
// 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 * 0.5f * pmove->frametime);
|
|
pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime;
|
|
|
|
pmove->basevelocity[2] = 0;
|
|
|
|
PM_CheckVelocity();
|
|
}
|
|
|
|
void PM_FixupGravityVelocity()
|
|
{
|
|
real_t ent_gravity;
|
|
|
|
if (pmove->waterjumptime)
|
|
return;
|
|
|
|
if (pmove->gravity != 0.0)
|
|
ent_gravity = pmove->gravity;
|
|
else
|
|
ent_gravity = 1.0;
|
|
|
|
// Get the correct velocity for the end of the dt
|
|
pmove->velocity[2] -= (pmove->movevars->gravity * pmove->frametime * ent_gravity * 0.5);
|
|
PM_CheckVelocity();
|
|
}
|
|
|
|
int PM_FlyMove()
|
|
{
|
|
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 = 0x00; // 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[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++)
|
|
{
|
|
real_t flScale = time_left * pmove->velocity[i];
|
|
|
|
end[i] = pmove->origin[i] + flScale;
|
|
}
|
|
|
|
// 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);
|
|
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 > 0.0f)
|
|
{
|
|
// 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 == 1.0f)
|
|
{
|
|
// moved the entire distance
|
|
break;
|
|
}
|
|
|
|
// 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] > 0.7f)
|
|
{
|
|
// floor
|
|
blocked |= 0x01;
|
|
}
|
|
|
|
// If the plane has a zero z component in the normal, then it's a
|
|
// step or wall
|
|
if (!trace.plane.normal[2])
|
|
{
|
|
// step / wall
|
|
blocked |= 0x02;
|
|
}
|
|
|
|
// 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);
|
|
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
|
|
if (numplanes == 1 && pmove->movetype == MOVETYPE_WALK && (pmove->onground == -1 || pmove->friction != 1))
|
|
{
|
|
for (i = 0; i < numplanes; i++)
|
|
{
|
|
if (planes[i][2] > 0.7f)
|
|
{
|
|
// 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 * (1.0 - 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 && DotProduct(pmove->velocity, planes[j]) < 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (j == numplanes)
|
|
break;
|
|
}
|
|
|
|
if (i == numplanes)
|
|
{
|
|
if (numplanes != 2)
|
|
{
|
|
VectorCopy(vec3_origin, pmove->velocity);
|
|
break;
|
|
}
|
|
|
|
CrossProduct(planes[0], planes[1], dir);
|
|
d = DotProduct(dir, pmove->velocity);
|
|
VectorScale(dir, d, pmove->velocity);
|
|
}
|
|
|
|
if (DotProduct(pmove->velocity, primal_velocity) <= 0)
|
|
{
|
|
VectorCopy(vec3_origin, pmove->velocity);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (allFraction == 0.0f)
|
|
{
|
|
VectorCopy(vec3_origin, pmove->velocity);
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
void PM_Accelerate(vec_t *wishdir, real_t wishspeed, float accel)
|
|
{
|
|
int i;
|
|
float addspeed;
|
|
|
|
real_t currentspeed;
|
|
real_t accelspeed;
|
|
|
|
// 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];
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
real_t spd;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
real_t wishspeed;
|
|
|
|
//vec3_t start; // TODO: unused
|
|
vec3_t dest;
|
|
vec3_t original, originalvel;
|
|
vec3_t down, downvel;
|
|
float downdist, updist;
|
|
|
|
pmtrace_t trace;
|
|
|
|
if (pmove->fuser2 > 0.0)
|
|
{
|
|
real_t flRatio = (100 - pmove->fuser2 * 0.001 * 19) * 0.01;
|
|
|
|
pmove->velocity[0] *= flRatio;
|
|
pmove->velocity[1] *= flRatio;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// Normalize remainder of vectors.
|
|
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;
|
|
}
|
|
|
|
// 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 < 1.0)
|
|
{
|
|
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 == 1.0f)
|
|
{
|
|
VectorCopy(trace.endpos, pmove->origin);
|
|
return;
|
|
}
|
|
|
|
// Don't walk up stairs if not on ground.
|
|
if (oldonground == -1 && pmove->waterlevel == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If we are jumping out of water, don't do anything more.
|
|
if (pmove->waterjumptime)
|
|
return;
|
|
|
|
// Try sliding forward both on ground and up 16 pixels
|
|
// take the move that goes farthest
|
|
|
|
// Save out original pos &
|
|
VectorCopy(pmove->origin, original);
|
|
|
|
// velocity.
|
|
VectorCopy(pmove->velocity, originalvel);
|
|
|
|
// 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] < 0.7f)
|
|
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];
|
|
}
|
|
}
|
|
|
|
// Handles both ground friction and water friction
|
|
void PM_Friction()
|
|
{
|
|
float *vel;
|
|
float speed;
|
|
real_t newspeed, control, friction, 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 = Q_sqrt(real_t(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
|
|
// On an entity that is the ground
|
|
if (pmove->onground != -1)
|
|
{
|
|
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 == 1.0f)
|
|
friction = pmove->movevars->friction * pmove->movevars->edgefriction;
|
|
else
|
|
friction = pmove->movevars->friction;
|
|
|
|
// Grab friction value.
|
|
//friction = pmove->movevars->friction;
|
|
|
|
// player friction?
|
|
friction *= pmove->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 += friction * (control * 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] * float(newspeed);
|
|
newvel[2] = vel[2] * float(newspeed);
|
|
|
|
VectorCopy(newvel, pmove->velocity);
|
|
}
|
|
|
|
void PM_AirAccelerate(vec_t *wishdir, float wishspeed, float accel)
|
|
{
|
|
int i;
|
|
float addspeed;
|
|
float wishspd = wishspeed;
|
|
|
|
real_t currentspeed;
|
|
real_t accelspeed;
|
|
|
|
if (pmove->dead || 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];
|
|
}
|
|
}
|
|
|
|
void PM_WaterMove()
|
|
{
|
|
int i;
|
|
vec3_t wishvel;
|
|
vec3_t wishdir;
|
|
vec3_t start, dest;
|
|
vec3_t temp;
|
|
pmtrace_t trace;
|
|
|
|
real_t speed, accelspeed, wishspeed;
|
|
float newspeed, addspeed;
|
|
|
|
// user intentions
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
wishvel[i] = (pmove->forward[i] * pmove->cmd.forwardmove) + (pmove->cmd.sidemove * pmove->right[i]);
|
|
}
|
|
|
|
// Sinking after no other movement occurs
|
|
if (!pmove->cmd.forwardmove && !pmove->cmd.sidemove && !pmove->cmd.upmove)
|
|
{
|
|
// drift towards bottom
|
|
wishvel[2] -= 60.0f;
|
|
}
|
|
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->movevars->friction * pmove->friction * pmove->frametime * speed;
|
|
|
|
if (newspeed < 0.0f)
|
|
{
|
|
newspeed = 0.0f;
|
|
}
|
|
|
|
VectorScale(pmove->velocity, newspeed / speed, pmove->velocity);
|
|
}
|
|
else
|
|
newspeed = 0;
|
|
|
|
// water acceleration
|
|
if (float(wishspeed) < 0.1f)
|
|
{
|
|
return;
|
|
}
|
|
|
|
addspeed = float(wishspeed) - newspeed;
|
|
|
|
if (addspeed > 0.0f)
|
|
{
|
|
VectorNormalize(wishvel);
|
|
accelspeed = pmove->movevars->accelerate * pmove->friction * pmove->frametime * float(wishspeed);
|
|
|
|
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);
|
|
|
|
// FIXME: check steep slope?
|
|
if (!trace.startsolid && !trace.allsolid)
|
|
{
|
|
// 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();
|
|
}
|
|
|
|
LINK_HOOK_VOID_CHAIN(PM_AirMove, (int playerIndex = 0), pmove->player_index + 1);
|
|
|
|
void EXT_FUNC __API_HOOK(PM_AirMove)(int playerIndex)
|
|
{
|
|
PM_AirMove_internal();
|
|
}
|
|
|
|
void PM_AirMove_internal()
|
|
{
|
|
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()
|
|
{
|
|
return (pmove->waterlevel > 1) ? TRUE : FALSE;
|
|
}
|
|
|
|
// Sets pmove->waterlevel and pmove->watertype values.
|
|
qboolean PM_CheckWater()
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
// do not check for dead
|
|
if (pmove->dead || pmove->deadflag != DEAD_NO)
|
|
return FALSE;
|
|
#endif
|
|
|
|
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]) * 0.5f;
|
|
point[1] = pmove->origin[1] + (pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1]) * 0.5f;
|
|
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, nullptr);
|
|
|
|
// 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, nullptr);
|
|
if (cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT)
|
|
{
|
|
// In over our eyes
|
|
pmove->waterlevel = 3;
|
|
}
|
|
}
|
|
|
|
// 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) ? TRUE : FALSE;
|
|
}
|
|
|
|
void PM_CategorizePosition()
|
|
{
|
|
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;
|
|
|
|
// Shooting up really fast. Definitely not on ground.
|
|
if (pmove->velocity[2] > 180)
|
|
{
|
|
pmove->onground = -1;
|
|
return;
|
|
}
|
|
|
|
// 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] < 0.7f)
|
|
{
|
|
// too steep
|
|
pmove->onground = -1;
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, point to index of ent under us.
|
|
pmove->onground = tr.ent;
|
|
}
|
|
|
|
// 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
|
|
// So signal that we are touching something.
|
|
if (tr.ent > 0)
|
|
{
|
|
PM_AddToTouched(tr, pmove->velocity);
|
|
}
|
|
}
|
|
|
|
// 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, vec_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;
|
|
}
|
|
|
|
// If pmove->origin is in a solid position,
|
|
// try nudging slightly on all axis to
|
|
// allow for the cut precision of the net coordinates
|
|
qboolean PM_CheckStuck()
|
|
{
|
|
vec3_t base;
|
|
vec3_t offset;
|
|
vec3_t test;
|
|
int hitent;
|
|
int idx;
|
|
real_t fTime;
|
|
int i;
|
|
pmtrace_t traceresult;
|
|
|
|
// Last time we did a full
|
|
static float rgStuckCheckTime[MAX_CLIENTS][2];
|
|
|
|
// If position is okay, exit
|
|
hitent = pmove->PM_TestPlayerPosition(pmove->origin, &traceresult);
|
|
if (hitent == -1)
|
|
{
|
|
PM_ResetStuckOffsets(pmove->player_index, pmove->server);
|
|
return FALSE;
|
|
}
|
|
|
|
VectorCopy(pmove->origin, base);
|
|
|
|
// Deal with precision error in network.
|
|
if (!pmove->server)
|
|
{
|
|
// World or BSP model
|
|
if (hitent == 0 || pmove->physents[hitent].model)
|
|
{
|
|
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 FALSE;
|
|
}
|
|
|
|
nReps++;
|
|
}
|
|
while (nReps < 54);
|
|
}
|
|
}
|
|
|
|
// Only an issue on the client.
|
|
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 TRUE;
|
|
}
|
|
|
|
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, nullptr)) == -1)
|
|
{
|
|
PM_ResetStuckOffsets(pmove->player_index, pmove->server);
|
|
|
|
if (i >= 27)
|
|
{
|
|
VectorCopy(test, pmove->origin);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// 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, nullptr) == -1)
|
|
{
|
|
VectorCopy(test, pmove->origin);
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void PM_SpectatorMove()
|
|
{
|
|
real_t speed, drop, friction;
|
|
real_t control, newspeed;
|
|
float currentspeed, addspeed;
|
|
real_t accelspeed;
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
real_t 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
|
|
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 >= 1.0)
|
|
{
|
|
drop = 0;
|
|
|
|
// extra friction
|
|
friction = pmove->movevars->friction * 1.5;
|
|
control = speed < pmove->movevars->stopspeed ? pmove->movevars->stopspeed : speed;
|
|
drop += friction * (control * pmove->frametime);
|
|
|
|
// scale the velocity
|
|
newspeed = speed - drop;
|
|
|
|
if (newspeed < 0)
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
newspeed /= speed;
|
|
|
|
VectorScale(pmove->velocity, newspeed, pmove->velocity);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(vec3_origin, 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);
|
|
}
|
|
}
|
|
|
|
// Use for ease-in, ease-out style interpolation (accel/decel)
|
|
// Used by ducking code.
|
|
float PM_SplineFraction(float value, float scale)
|
|
{
|
|
real_t valueSquared;
|
|
|
|
value = scale * value;
|
|
valueSquared = value * value;
|
|
|
|
// Nice little ease-in, ease-out spline-like curve
|
|
return 3 * valueSquared - 2 * valueSquared * value;
|
|
}
|
|
|
|
NOXREF float PM_SimpleSpline(float value)
|
|
{
|
|
float valueSquared;
|
|
|
|
valueSquared = value * value;
|
|
|
|
return 3 * valueSquared - 2 * valueSquared * value;
|
|
}
|
|
|
|
void PM_FixPlayerCrouchStuck(int direction)
|
|
{
|
|
int hitent;
|
|
int i;
|
|
vec3_t test;
|
|
|
|
hitent = pmove->PM_TestPlayerPosition (pmove->origin, nullptr);
|
|
|
|
if (hitent == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorCopy(pmove->origin, test);
|
|
|
|
for (i = 0; i < HalfHumanHeight; i++)
|
|
{
|
|
pmove->origin[2] += direction;
|
|
hitent = pmove->PM_TestPlayerPosition(pmove->origin, nullptr);
|
|
|
|
if (hitent == -1)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Failed
|
|
VectorCopy(test, pmove->origin);
|
|
}
|
|
|
|
void PM_UnDuck()
|
|
{
|
|
pmtrace_t trace;
|
|
vec3_t newOrigin;
|
|
|
|
VectorCopy(pmove->origin, newOrigin);
|
|
|
|
if (pmove->onground != -1)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
vec3_t offset;
|
|
VectorSubtract(pmove->player_mins[1], pmove->player_mins[0], offset);
|
|
VectorAdd(newOrigin, offset, newOrigin);
|
|
#else
|
|
newOrigin[2] += 18.0;
|
|
#endif
|
|
}
|
|
|
|
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] = PM_VEC_VIEW;
|
|
pmove->flDuckTime = 0;
|
|
|
|
pmove->flTimeStepSound -= 100;
|
|
|
|
if (pmove->flTimeStepSound < 0)
|
|
{
|
|
pmove->flTimeStepSound = 0;
|
|
}
|
|
|
|
VectorCopy(newOrigin, pmove->origin);
|
|
|
|
// Recatagorize position since ducking can change origin
|
|
PM_CategorizePosition();
|
|
}
|
|
}
|
|
|
|
void PM_Duck()
|
|
{
|
|
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;
|
|
}
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
// Prevent ducking if the iuser3 variable is contain PLAYER_PREVENT_DUCK
|
|
if ((pmove->iuser3 & PLAYER_PREVENT_DUCK) == PLAYER_PREVENT_DUCK)
|
|
{
|
|
// Try to unduck
|
|
if (pmove->flags & FL_DUCKING)
|
|
{
|
|
PM_UnDuck();
|
|
}
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (pmove->dead || !(pmove->cmd.buttons & IN_DUCK) && !pmove->bInDuck && !(pmove->flags & FL_DUCKING))
|
|
{
|
|
return;
|
|
}
|
|
|
|
pmove->cmd.forwardmove *= PLAYER_DUCKING_MULTIPLIER;
|
|
pmove->cmd.sidemove *= PLAYER_DUCKING_MULTIPLIER;
|
|
pmove->cmd.upmove *= PLAYER_DUCKING_MULTIPLIER;
|
|
|
|
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;
|
|
}
|
|
|
|
if (pmove->bInDuck)
|
|
{
|
|
// Finish ducking immediately if duck time is over or not on ground
|
|
if (((pmove->flDuckTime / 1000.0) <= (1.0 - TIME_TO_DUCK)) || pmove->onground == -1)
|
|
{
|
|
pmove->usehull = 1;
|
|
pmove->view_ofs[2] = PM_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)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
vec3_t newOrigin;
|
|
VectorSubtract(pmove->player_mins[1], pmove->player_mins[0], newOrigin);
|
|
VectorSubtract(pmove->origin, newOrigin, pmove->origin);
|
|
#else
|
|
pmove->origin[2] = pmove->origin[2] - 18.0;
|
|
#endif
|
|
|
|
// See if we are stuck?
|
|
PM_FixPlayerCrouchStuck(STUCK_MOVEUP);
|
|
|
|
// Recatagorize position since ducking can change origin
|
|
PM_CategorizePosition();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
real_t duckFraction = PM_VEC_VIEW;
|
|
real_t time = (1.0 - pmove->flDuckTime / 1000.0);
|
|
|
|
// Calc parametric time
|
|
if (time >= 0.0) {
|
|
duckFraction = PM_SplineFraction(time, (1.0 / TIME_TO_DUCK));
|
|
}
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
float fMore = (pmove->player_mins[1][2] - pmove->player_mins[0][2]);
|
|
#else
|
|
float fMore = (PM_VEC_DUCK_HULL_MIN - PM_VEC_HULL_MIN);
|
|
#endif
|
|
|
|
pmove->view_ofs[2] = ((PM_VEC_DUCK_VIEW - fMore) * duckFraction) + (PM_VEC_VIEW * (1 - duckFraction));
|
|
}
|
|
}
|
|
}
|
|
// Try to unduck
|
|
else
|
|
{
|
|
PM_UnDuck();
|
|
}
|
|
}
|
|
|
|
void PM_LadderMove(physent_t *pLadder)
|
|
{
|
|
vec3_t ladderCenter;
|
|
trace_t trace;
|
|
bool onFloor;
|
|
vec3_t floor;
|
|
vec3_t modelmins, modelmaxs;
|
|
|
|
if (pmove->movetype == MOVETYPE_NOCLIP)
|
|
return;
|
|
|
|
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, nullptr) == CONTENTS_SOLID)
|
|
onFloor = true;
|
|
else
|
|
onFloor = false;
|
|
|
|
pmove->gravity = 0;
|
|
pmove->PM_TraceModel(pLadder, pmove->origin, ladderCenter, &trace);
|
|
|
|
if (trace.fraction != 1.0f)
|
|
{
|
|
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, nullptr);
|
|
|
|
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;
|
|
|
|
VectorScale(vpn, forward, velocity);
|
|
VectorMA(velocity, right, v_right, velocity);
|
|
|
|
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);
|
|
|
|
// On ground moving away from the ladder
|
|
if (onFloor && normal > 0)
|
|
{
|
|
VectorMA(pmove->velocity, MAX_CLIMB_SPEED, trace.plane.normal, pmove->velocity);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorClear(pmove->velocity);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
physent_t *PM_Ladder()
|
|
{
|
|
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 nullptr;
|
|
}
|
|
|
|
void PM_WaterJump()
|
|
{
|
|
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];
|
|
}
|
|
|
|
void PM_AddGravity()
|
|
{
|
|
float ent_gravity;
|
|
|
|
if (pmove->gravity != 0.0f)
|
|
ent_gravity = pmove->gravity;
|
|
else
|
|
ent_gravity = 1.0f;
|
|
|
|
pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * pmove->frametime);
|
|
pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime;
|
|
|
|
pmove->basevelocity[2] = 0;
|
|
PM_CheckVelocity();
|
|
}
|
|
|
|
// Does not change the entities velocity at all
|
|
pmtrace_t PM_PushEntity(vec_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 < 1.0f && !trace.allsolid)
|
|
{
|
|
PM_AddToTouched(trace, pmove->velocity);
|
|
}
|
|
|
|
return trace;
|
|
}
|
|
|
|
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);
|
|
|
|
// Should this clear basevelocity
|
|
trace = PM_PushEntity(move);
|
|
|
|
PM_CheckVelocity();
|
|
|
|
if (trace.allsolid)
|
|
{
|
|
// entity is trapped in another solid
|
|
pmove->onground = trace.ent;
|
|
VectorCopy(vec3_origin, pmove->velocity);
|
|
return;
|
|
}
|
|
|
|
if (trace.fraction == 1.0f)
|
|
{
|
|
PM_CheckWater();
|
|
return;
|
|
}
|
|
|
|
if (pmove->movetype == MOVETYPE_BOUNCE)
|
|
{
|
|
backoff = 2.0f - pmove->friction;
|
|
}
|
|
else if (pmove->movetype == MOVETYPE_BOUNCEMISSILE)
|
|
{
|
|
backoff = 2.0f;
|
|
}
|
|
else
|
|
backoff = 1.0f;
|
|
|
|
PM_ClipVelocity(pmove->velocity, trace.plane.normal, pmove->velocity, backoff);
|
|
|
|
// stop if on ground
|
|
if (trace.plane.normal[2] > 0.7f)
|
|
{
|
|
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);
|
|
|
|
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, (1.0f - trace.fraction) * pmove->frametime * 0.9f, move);
|
|
trace = PM_PushEntity(move);
|
|
}
|
|
|
|
VectorSubtract(pmove->velocity, base, pmove->velocity);
|
|
}
|
|
|
|
// check for in water
|
|
PM_CheckWater();
|
|
}
|
|
|
|
void PM_NoClip()
|
|
{
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
|
|
// Copy movement amounts
|
|
fmove = pmove->cmd.forwardmove;
|
|
smove = pmove->cmd.sidemove;
|
|
|
|
VectorNormalize(pmove->forward);
|
|
VectorNormalize(pmove->right);
|
|
|
|
// Determine x and y parts of velocity
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
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);
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
// Current player speed
|
|
real_t 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;
|
|
|
|
// Returns the modifier for the velocity
|
|
fraction = (maxscaledspeed / spd) * 0.8;
|
|
|
|
// Crop it down!.
|
|
VectorScale(pmove->velocity, fraction, pmove->velocity);
|
|
}
|
|
|
|
void PM_Jump()
|
|
{
|
|
if (pmove->dead)
|
|
{
|
|
// don't jump again until released
|
|
pmove->oldbuttons |= IN_JUMP;
|
|
return;
|
|
}
|
|
|
|
// See if we are waterjumping. If so, decrement count and return.
|
|
if (pmove->waterjumptime != 0.0f)
|
|
{
|
|
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;
|
|
|
|
// We move up a certain amount
|
|
if (pmove->watertype == CONTENTS_WATER)
|
|
{
|
|
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 = 1000.0f;
|
|
|
|
switch (pmove->RandomLong(0, 3))
|
|
{
|
|
case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade2.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade3.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade4.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// No more effect
|
|
// in air, so no effect
|
|
if (pmove->onground == -1)
|
|
{
|
|
// Flag that we jumped.
|
|
// don't jump again until released
|
|
pmove->oldbuttons |= IN_JUMP;
|
|
return;
|
|
}
|
|
|
|
// don't pogo stick
|
|
if (pmove->oldbuttons & IN_JUMP)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (pmove->bInDuck && (pmove->flags & FL_DUCKING))
|
|
{
|
|
return;
|
|
}
|
|
|
|
PM_CatagorizeTextureType();
|
|
|
|
// In the air now.
|
|
pmove->onground = -1;
|
|
|
|
PM_PreventMegaBunnyJumping();
|
|
|
|
real_t fvel = Length(pmove->velocity);
|
|
float fvol = 1.0f;
|
|
|
|
if (fvel >= 150.0f)
|
|
{
|
|
PM_PlayStepSound(PM_MapTextureTypeStepType(pmove->chtexturetype), fvol);
|
|
}
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
// See if user can super long jump?
|
|
bool cansuperjump = (pmove->PM_Info_ValueForKey(pmove->physinfo, "slj")[0] == '1');
|
|
|
|
// 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] = -5.0f;
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
pmove->velocity[i] = pmove->forward[i] * PLAYER_LONGJUMP_SPEED * 1.6f;
|
|
}
|
|
|
|
pmove->velocity[2] = Q_sqrt(2 * 800 * 56.0f);
|
|
}
|
|
else
|
|
{
|
|
pmove->velocity[2] = Q_sqrt(2 * 800 * 45.0f);
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// NOTE: don't do it in .f (float)
|
|
pmove->velocity[2] = Q_sqrt(2.0 * 800.0f * 45.0f);
|
|
}
|
|
|
|
if (pmove->fuser2 > 0.0f)
|
|
{
|
|
// NOTE: don't do it in .f (float)
|
|
real_t flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0) * 0.01;
|
|
pmove->velocity[2] *= flRatio;
|
|
}
|
|
|
|
pmove->fuser2 = 1315.789429;
|
|
|
|
// Decay it for simulation
|
|
PM_FixupGravityVelocity();
|
|
|
|
// Flag that we jumped.
|
|
// don't jump again until released
|
|
pmove->oldbuttons |= IN_JUMP;
|
|
}
|
|
|
|
void PM_CheckWaterJump()
|
|
{
|
|
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)
|
|
{
|
|
// only hop out if we are moving up
|
|
return;
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Facing a near vertical wall?
|
|
if (tr.fraction < 1.0f && Q_fabs(real_t(tr.plane.normal[2])) < 0.1f)
|
|
{
|
|
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 == 1.0f)
|
|
{
|
|
pmove->waterjumptime = 2000.0f;
|
|
pmove->velocity[2] = 225.0f;
|
|
|
|
pmove->oldbuttons |= IN_JUMP;
|
|
pmove->flags |= FL_WATERJUMP;
|
|
}
|
|
}
|
|
|
|
// Reset the collision hull
|
|
pmove->usehull = savehull;
|
|
}
|
|
|
|
void PM_CheckFalling()
|
|
{
|
|
if (pmove->onground != -1 && !pmove->dead && pmove->flFallVelocity >= PM_PLAYER_FALL_PUNCH_THRESHHOLD)
|
|
{
|
|
float fvol = 0.5f;
|
|
|
|
if (pmove->waterlevel <= 0)
|
|
{
|
|
if (pmove->flFallVelocity > PM_PLAYER_MAX_SAFE_FALL_SPEED)
|
|
{
|
|
fvol = 1.0f;
|
|
}
|
|
else if (pmove->flFallVelocity > PM_PLAYER_MAX_SAFE_FALL_SPEED / 2)
|
|
{
|
|
fvol = 0.85f;
|
|
}
|
|
else if (pmove->flFallVelocity < PM_PLAYER_MIN_BOUNCE_SPEED)
|
|
{
|
|
fvol = 0.0f;
|
|
}
|
|
}
|
|
|
|
if (fvol > 0.0f)
|
|
{
|
|
PM_CatagorizeTextureType();
|
|
|
|
// play step sound for current texture
|
|
PM_PlayStepSound(PM_MapTextureTypeStepType(pmove->chtexturetype), fvol);
|
|
|
|
pmove->flTimeStepSound = 300;
|
|
|
|
// Knock the screen around a little bit, temporary effect
|
|
// punch z axis
|
|
pmove->punchangle[2] = pmove->flFallVelocity * 0.013;
|
|
|
|
if (pmove->punchangle[0] > 8.0f)
|
|
{
|
|
pmove->punchangle[0] = 8.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pmove->onground != -1)
|
|
{
|
|
pmove->flFallVelocity = 0;
|
|
}
|
|
}
|
|
|
|
void PM_PlayWaterSounds()
|
|
{
|
|
// Did we enter or leave water?
|
|
if (pmove->oldwaterlevel != 0)
|
|
{
|
|
if (pmove->waterlevel != 0)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (pmove->waterlevel == 0)
|
|
return;
|
|
}
|
|
|
|
switch (pmove->RandomLong(0, 3))
|
|
{
|
|
case 0: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
case 1: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade2.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
case 2: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade3.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
case 3: pmove->PM_PlaySound(CHAN_BODY, "player/pl_wade4.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM); break;
|
|
}
|
|
}
|
|
|
|
float PM_CalcRoll(vec_t *angles, vec_t *velocity, float rollangle, float rollspeed)
|
|
{
|
|
float sign;
|
|
real_t side;
|
|
float value;
|
|
vec3_t forward, right, up;
|
|
|
|
AngleVectors(angles, forward, right, up);
|
|
|
|
side = DotProduct(velocity, right);
|
|
sign = side < 0 ? -1 : 1;
|
|
side = Q_fabs(side);
|
|
|
|
value = rollangle;
|
|
|
|
if (side < rollspeed)
|
|
{
|
|
side = side * value / rollspeed;
|
|
}
|
|
else
|
|
{
|
|
side = value;
|
|
}
|
|
|
|
return side * sign;
|
|
}
|
|
|
|
void PM_DropPunchAngle(vec_t *punchangle)
|
|
{
|
|
real_t len;
|
|
|
|
len = VectorNormalize(punchangle);
|
|
len -= (10.0 + len * 0.5) * pmove->frametime;
|
|
#ifdef PLAY_GAMEDLL
|
|
len = Q_max(len, 0.0);
|
|
#else
|
|
len = Q_max(len, 0.0f);
|
|
#endif
|
|
VectorScale(punchangle, len, punchangle);
|
|
}
|
|
|
|
void PM_CheckParameters()
|
|
{
|
|
float spd;
|
|
real_t maxspeed;
|
|
vec3_t v_angle;
|
|
|
|
spd = Q_sqrt(real_t(pmove->cmd.sidemove * pmove->cmd.sidemove + pmove->cmd.forwardmove * pmove->cmd.forwardmove + pmove->cmd.upmove * pmove->cmd.upmove));
|
|
|
|
maxspeed = pmove->clientmaxspeed;
|
|
|
|
if (maxspeed != 0.0f)
|
|
{
|
|
pmove->maxspeed = Q_min(maxspeed, real_t(pmove->maxspeed));
|
|
}
|
|
|
|
if (spd != 0.0f && spd > real_t(pmove->maxspeed))
|
|
{
|
|
real_t fRatio = pmove->maxspeed / spd;
|
|
|
|
pmove->cmd.forwardmove *= fRatio;
|
|
pmove->cmd.sidemove *= fRatio;
|
|
pmove->cmd.upmove *= fRatio;
|
|
}
|
|
|
|
if ((pmove->flags & (FL_FROZEN | 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)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (pmove->bInDuck)
|
|
{
|
|
PM_UnDuck();
|
|
pmove->bInDuck = FALSE;
|
|
}
|
|
#endif
|
|
|
|
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()
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
if (pmove->fuser2 > 0.0)
|
|
{
|
|
pmove->fuser2 -= pmove->cmd.msec;
|
|
|
|
if (pmove->fuser2 < 0.0)
|
|
{
|
|
pmove->fuser2 = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean PM_ShouldDoSpectMode()
|
|
{
|
|
return (pmove->iuser3 <= 0 || pmove->deadflag == DEAD_DEAD);
|
|
}
|
|
|
|
// 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 = nullptr;
|
|
|
|
// Are we running server code?
|
|
pmove->server = server;
|
|
|
|
// Adjust speeds etc.
|
|
PM_CheckParameters();
|
|
|
|
// Assume we don't touch anything
|
|
pmove->numtouch = 0;
|
|
|
|
// # of msec to apply movement
|
|
|
|
//double v2 = (double)pmove->cmd.msec * 0.001;
|
|
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_ShouldDoSpectMode())
|
|
{
|
|
PM_SpectatorMove();
|
|
PM_CategorizePosition();
|
|
return;
|
|
}
|
|
|
|
// Always try and unstick us unless we are in NOCLIP mode
|
|
if (pmove->movetype != MOVETYPE_NOCLIP && pmove->movetype != MOVETYPE_NONE)
|
|
{
|
|
if (PM_CheckStuck())
|
|
{
|
|
// Can't move, we're stuck
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Now that we are "unstuck", see where we are (waterlevel and type, pmove->onground).
|
|
PM_CategorizePosition();
|
|
|
|
// 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 = FALSE;
|
|
|
|
// 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 = TRUE;
|
|
}
|
|
}
|
|
|
|
PM_Duck();
|
|
PM_UpdateStepSound();
|
|
|
|
// 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 != 0.0f)
|
|
{
|
|
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_CategorizePosition();
|
|
}
|
|
// Not underwater
|
|
else
|
|
{
|
|
// 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;
|
|
PM_Friction();
|
|
}
|
|
|
|
// Make sure velocity is valid.
|
|
PM_CheckVelocity();
|
|
|
|
// Are we on ground now
|
|
if (pmove->onground != -1)
|
|
{
|
|
PM_WalkMove();
|
|
}
|
|
else
|
|
{
|
|
// Take into account movement when in air.
|
|
PM_AirMove();
|
|
}
|
|
|
|
// Set final flags.
|
|
PM_CategorizePosition();
|
|
|
|
// 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()
|
|
{
|
|
float x, y, z;
|
|
|
|
int idx;
|
|
int i;
|
|
float zi[3];
|
|
|
|
Q_memset(rgv3tStuckTable, 0, sizeof(rgv3tStuckTable));
|
|
|
|
idx = 0;
|
|
|
|
// Little Moves.
|
|
x = 0;
|
|
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 = 0;
|
|
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 = 0;
|
|
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 = 0;
|
|
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 = 0;
|
|
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 = 0;
|
|
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++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
LINK_HOOK_VOID_CHAIN(PM_Move, (struct playermove_s *ppmove, int server), ppmove, server);
|
|
|
|
// This module 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 EXT_FUNC __API_HOOK(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;
|
|
|
|
if (!pmove->multiplayer && pmove->movetype == MOVETYPE_WALK)
|
|
{
|
|
pmove->friction = 1.0f;
|
|
}
|
|
}
|
|
|
|
NOXREF int PM_GetVisEntInfo(int ent)
|
|
{
|
|
if (ent >= 0 && ent <= pmove->numvisent)
|
|
{
|
|
return pmove->visents[ent].info;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
NOXREF int PM_GetPhysEntInfo(int ent)
|
|
{
|
|
if (ent >= 0 && ent <= pmove->numphysent)
|
|
{
|
|
return pmove->physents[ent].info;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
LINK_HOOK_VOID_CHAIN(PM_Init, (struct playermove_s *ppmove), ppmove);
|
|
|
|
void EXT_FUNC __API_HOOK(PM_Init)(struct playermove_s *ppmove)
|
|
{
|
|
assert(!pm_shared_initialized);
|
|
|
|
pmove = ppmove;
|
|
|
|
PM_CreateStuckTable();
|
|
PM_InitTextureTypes();
|
|
|
|
pm_shared_initialized = TRUE;
|
|
}
|