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Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r-- | src/game/bg_pmove.c | 3531 |
1 files changed, 3531 insertions, 0 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c new file mode 100644 index 0000000..b0e5c96 --- /dev/null +++ b/src/game/bg_pmove.c @@ -0,0 +1,3531 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// bg_pmove.c -- both games player movement code +// takes a playerstate and a usercmd as input and returns a modifed playerstate + +#include "../qcommon/q_shared.h" +#include "bg_public.h" +#include "bg_local.h" + +pmove_t *pm; +pml_t pml; + +// movement parameters +float pm_stopspeed = 100.0f; +float pm_duckScale = 0.25f; +float pm_swimScale = 0.50f; +float pm_wadeScale = 0.70f; + +float pm_accelerate = 10.0f; +float pm_airaccelerate = 1.0f; +float pm_wateraccelerate = 4.0f; +float pm_flyaccelerate = 4.0f; + +float pm_friction = 6.0f; +float pm_waterfriction = 1.0f; +float pm_flightfriction = 6.0f; +float pm_spectatorfriction = 5.0f; + +int c_pmove = 0; + +/* +=============== +PM_AddEvent + +=============== +*/ +void PM_AddEvent( int newEvent ) +{ + BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps ); +} + +/* +=============== +PM_AddTouchEnt +=============== +*/ +void PM_AddTouchEnt( int entityNum ) +{ + int i; + + if( entityNum == ENTITYNUM_WORLD ) + return; + + if( pm->numtouch == MAXTOUCH ) + return; + + // see if it is already added + for( i = 0 ; i < pm->numtouch ; i++ ) + { + if( pm->touchents[ i ] == entityNum ) + return; + } + + // add it + pm->touchents[ pm->numtouch ] = entityNum; + pm->numtouch++; +} + +/* +=================== +PM_StartTorsoAnim +=================== +*/ +static void PM_StartTorsoAnim( int anim ) +{ + if( pm->ps->pm_type >= PM_DEAD ) + return; + + pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) + | anim; +} + +/* +=================== +PM_StartLegsAnim +=================== +*/ +static void PM_StartLegsAnim( int anim ) +{ + if( pm->ps->pm_type >= PM_DEAD ) + return; + + //legsTimer is clamped too tightly for nonsegmented models + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->legsTimer > 0 ) + return; // a high priority animation is running + } + else + { + if( pm->ps->torsoTimer > 0 ) + return; // a high priority animation is running + } + + pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) + | anim; +} + +/* +=================== +PM_ContinueLegsAnim +=================== +*/ +static void PM_ContinueLegsAnim( int anim ) +{ + if( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) + return; + + //legsTimer is clamped too tightly for nonsegmented models + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->legsTimer > 0 ) + return; // a high priority animation is running + } + else + { + if( pm->ps->torsoTimer > 0 ) + return; // a high priority animation is running + } + + PM_StartLegsAnim( anim ); +} + +/* +=================== +PM_ContinueTorsoAnim +=================== +*/ +static void PM_ContinueTorsoAnim( int anim ) +{ + if( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) + return; + + if( pm->ps->torsoTimer > 0 ) + return; // a high priority animation is running + + PM_StartTorsoAnim( anim ); +} + +/* +=================== +PM_ForceLegsAnim +=================== +*/ +static void PM_ForceLegsAnim( int anim ) +{ + //legsTimer is clamped too tightly for nonsegmented models + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + pm->ps->legsTimer = 0; + else + pm->ps->torsoTimer = 0; + + PM_StartLegsAnim( anim ); +} + + +/* +================== +PM_ClipVelocity + +Slide off of the impacting surface +================== +*/ +void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) +{ + float backoff; + float change; + int i; + + backoff = DotProduct( in, normal ); + + //Com_Printf( "%1.0f ", backoff ); + + if( backoff < 0 ) + backoff *= overbounce; + else + backoff /= overbounce; + + for( i = 0; i < 3; i++ ) + { + change = normal[ i ] * backoff; + //Com_Printf( "%1.0f ", change ); + out[ i ] = in[ i ] - change; + } + + //Com_Printf( " " ); +} + + +/* +================== +PM_Friction + +Handles both ground friction and water friction +================== +*/ +static void PM_Friction( void ) +{ + vec3_t vec; + float *vel; + float speed, newspeed, control; + float drop; + + vel = pm->ps->velocity; + + //TA: make sure vertical velocity is NOT set to zero when wall climbing + VectorCopy( vel, vec ); + if( pml.walking && !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + vec[ 2 ] = 0; // ignore slope movement + + speed = VectorLength( vec ); + + if( speed < 1 ) + { + vel[ 0 ] = 0; + vel[ 1 ] = 0; // allow sinking underwater + // FIXME: still have z friction underwater? + return; + } + + drop = 0; + + // apply ground friction + if( pm->waterlevel <= 1 ) + { + if( ( pml.walking || pml.ladder ) && !( pml.groundTrace.surfaceFlags & SURF_SLICK ) ) + { + // if getting knocked back, no friction + if( !( pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) ) + { + float stopSpeed = BG_FindStopSpeedForClass( pm->ps->stats[ STAT_PCLASS ] ); + + control = speed < stopSpeed ? stopSpeed : speed; + drop += control * BG_FindFrictionForClass( pm->ps->stats[ STAT_PCLASS ] ) * pml.frametime; + } + } + } + + // apply water friction even if just wading + if( pm->waterlevel ) + drop += speed * pm_waterfriction * pm->waterlevel * pml.frametime; + + // apply flying friction + if( pm->ps->pm_type == PM_JETPACK ) + drop += speed * pm_flightfriction * pml.frametime; + + if( pm->ps->pm_type == PM_SPECTATOR ) + drop += speed * pm_spectatorfriction * pml.frametime; + + // scale the velocity + newspeed = speed - drop; + if( newspeed < 0 ) + newspeed = 0; + + newspeed /= speed; + + vel[ 0 ] = vel[ 0 ] * newspeed; + vel[ 1 ] = vel[ 1 ] * newspeed; + vel[ 2 ] = vel[ 2 ] * newspeed; +} + + +/* +============== +PM_Accelerate + +Handles user intended acceleration +============== +*/ +static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) +{ +#if 1 + // q2 style + int i; + float addspeed, accelspeed, currentspeed; + + currentspeed = DotProduct( pm->ps->velocity, wishdir ); + addspeed = wishspeed - currentspeed; + if( addspeed <= 0 ) + return; + + accelspeed = accel * pml.frametime * wishspeed; + if( accelspeed > addspeed ) + accelspeed = addspeed; + + for( i = 0; i < 3; i++ ) + pm->ps->velocity[ i ] += accelspeed * wishdir[ i ]; +#else + // proper way (avoids strafe jump maxspeed bug), but feels bad + vec3_t wishVelocity; + vec3_t pushDir; + float pushLen; + float canPush; + + VectorScale( wishdir, wishspeed, wishVelocity ); + VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); + pushLen = VectorNormalize( pushDir ); + + canPush = accel * pml.frametime * wishspeed; + if( canPush > pushLen ) + canPush = pushLen; + + VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); +#endif +} + + + +/* +============ +PM_CmdScale + +Returns the scale factor to apply to cmd movements +This allows the clients to use axial -127 to 127 values for all directions +without getting a sqrt(2) distortion in speed. +============ +*/ +static float PM_CmdScale( usercmd_t *cmd ) +{ + int max; + float total; + float scale; + float modifier = 1.0f; + + if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS && pm->ps->pm_type == PM_NORMAL ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST ) + modifier *= HUMAN_SPRINT_MODIFIER; + else + modifier *= HUMAN_JOG_MODIFIER; + + if( cmd->forwardmove < 0 ) + { + //can't run backwards + modifier *= HUMAN_BACK_MODIFIER; + } + else if( cmd->rightmove ) + { + //can't move that fast sideways + modifier *= HUMAN_SIDE_MODIFIER; + } + + //must have +ve stamina to jump + if( pm->ps->stats[ STAT_STAMINA ] < 0 ) + cmd->upmove = 0; + + //slow down once stamina depletes + if( pm->ps->stats[ STAT_STAMINA ] <= -500 ) + modifier *= (float)( pm->ps->stats[ STAT_STAMINA ] + 1000 ) / 500.0f; + + if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED ) + { + if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, pm->ps->stats ) || + BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) + modifier *= CREEP_ARMOUR_MODIFIER; + else + modifier *= CREEP_MODIFIER; + } + } + + if( pm->ps->weapon == WP_ALEVEL4 && pm->ps->pm_flags & PMF_CHARGE ) + modifier *= ( 1.0f + ( pm->ps->stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME ) * + ( LEVEL4_CHARGE_SPEED - 1.0f ) ); + + //slow player if charging up for a pounce + if( ( pm->ps->weapon == WP_ALEVEL3 || pm->ps->weapon == WP_ALEVEL3_UPG ) && + cmd->buttons & BUTTON_ATTACK2 ) + modifier *= LEVEL3_POUNCE_SPEED_MOD; + + //slow the player if slow locked + if( pm->ps->stats[ STAT_STATE ] & SS_SLOWLOCKED ) + modifier *= ABUILDER_BLOB_SPEED_MOD; + + if( pm->ps->pm_type == PM_GRABBED ) + modifier = 0.0f; + + if( pm->ps->pm_type != PM_SPECTATOR && pm->ps->pm_type != PM_NOCLIP ) + { + if( BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ) == 0.0f ) + cmd->upmove = 0; + + //prevent speed distortions for non ducking classes + if( !( pm->ps->pm_flags & PMF_DUCKED ) && pm->ps->pm_type != PM_JETPACK && cmd->upmove < 0 ) + cmd->upmove = 0; + } + + max = abs( cmd->forwardmove ); + if( abs( cmd->rightmove ) > max ) + max = abs( cmd->rightmove ); + + if( abs( cmd->upmove ) > max ) + max = abs( cmd->upmove ); + + if( !max ) + return 0; + + total = sqrt( cmd->forwardmove * cmd->forwardmove + + cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove ); + + scale = (float)pm->ps->speed * max / ( 127.0 * total ) * modifier; + + return scale; +} + + +/* +================ +PM_SetMovementDir + +Determine the rotation of the legs reletive +to the facing dir +================ +*/ +static void PM_SetMovementDir( void ) +{ + if( pm->cmd.forwardmove || pm->cmd.rightmove ) + { + if( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) + pm->ps->movementDir = 0; + else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) + pm->ps->movementDir = 1; + else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) + pm->ps->movementDir = 2; + else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) + pm->ps->movementDir = 3; + else if( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) + pm->ps->movementDir = 4; + else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) + pm->ps->movementDir = 5; + else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) + pm->ps->movementDir = 6; + else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) + pm->ps->movementDir = 7; + } + else + { + // if they aren't actively going directly sideways, + // change the animation to the diagonal so they + // don't stop too crooked + if( pm->ps->movementDir == 2 ) + pm->ps->movementDir = 1; + else if( pm->ps->movementDir == 6 ) + pm->ps->movementDir = 7; + } +} + + +/* +============= +PM_CheckCharge +============= +*/ +static void PM_CheckCharge( void ) +{ + if( pm->ps->weapon != WP_ALEVEL4 ) + return; + + if( pm->cmd.buttons & BUTTON_ATTACK2 && + !( pm->ps->stats[ STAT_STATE ] & SS_CHARGING ) ) + { + pm->ps->pm_flags &= ~PMF_CHARGE; + return; + } + + if( pm->ps->stats[ STAT_MISC ] > 0 ) + pm->ps->pm_flags |= PMF_CHARGE; + else + pm->ps->pm_flags &= ~PMF_CHARGE; +} + +/* +============= +PM_CheckPounce +============= +*/ +static qboolean PM_CheckPounce( void ) +{ + if( pm->ps->weapon != WP_ALEVEL3 && + pm->ps->weapon != WP_ALEVEL3_UPG ) + return qfalse; + + // we were pouncing, but we've landed + if( pm->ps->groundEntityNum != ENTITYNUM_NONE + && ( pm->ps->pm_flags & PMF_CHARGE ) ) + { + pm->ps->weaponTime += LEVEL3_POUNCE_TIME; + pm->ps->pm_flags &= ~PMF_CHARGE; + } + + // we're building up for a pounce + if( pm->cmd.buttons & BUTTON_ATTACK2 ) + return qfalse; + + // already a pounce in progress + if( pm->ps->pm_flags & PMF_CHARGE ) + return qfalse; + + if( pm->ps->stats[ STAT_MISC ] == 0 ) + return qfalse; + + pml.groundPlane = qfalse; // jumping away + pml.walking = qfalse; + + pm->ps->pm_flags |= PMF_CHARGE; + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + + VectorMA( pm->ps->velocity, pm->ps->stats[ STAT_MISC ], pml.forward, pm->ps->velocity ); + + PM_AddEvent( EV_JUMP ); + + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + pm->pmext->pouncePayload = pm->ps->stats[ STAT_MISC ]; + pm->ps->stats[ STAT_MISC ] = 0; + + return qtrue; +} + +/* +============= +PM_CheckWallJump +============= +*/ +static qboolean PM_CheckWallJump( void ) +{ + vec3_t dir, forward, right; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + float normalFraction = 1.5f; + float cmdFraction = 1.0f; + float upFraction = 1.5f; + + if( pm->ps->pm_flags & PMF_RESPAWNED ) + return qfalse; // don't allow jump until all buttons are up + + if( pm->cmd.upmove < 10 ) + // not holding jump + return qfalse; + + if( pm->ps->pm_flags & PMF_TIME_WALLJUMP ) + return qfalse; + + // must wait for jump to be released + if( pm->ps->pm_flags & PMF_JUMP_HELD && + pm->ps->grapplePoint[ 2 ] == 1.0f ) + { + // clear upmove so cmdscale doesn't lower running speed + pm->cmd.upmove = 0; + return qfalse; + } + + pm->ps->pm_flags |= PMF_TIME_WALLJUMP; + pm->ps->pm_time = 200; + + pml.groundPlane = qfalse; // jumping away + pml.walking = qfalse; + pm->ps->pm_flags |= PMF_JUMP_HELD; + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + + ProjectPointOnPlane( forward, pml.forward, pm->ps->grapplePoint ); + ProjectPointOnPlane( right, pml.right, pm->ps->grapplePoint ); + + VectorScale( pm->ps->grapplePoint, normalFraction, dir ); + + if( pm->cmd.forwardmove > 0 ) + VectorMA( dir, cmdFraction, forward, dir ); + else if( pm->cmd.forwardmove < 0 ) + VectorMA( dir, -cmdFraction, forward, dir ); + + if( pm->cmd.rightmove > 0 ) + VectorMA( dir, cmdFraction, right, dir ); + else if( pm->cmd.rightmove < 0 ) + VectorMA( dir, -cmdFraction, right, dir ); + + VectorMA( dir, upFraction, refNormal, dir ); + VectorNormalize( dir ); + + VectorMA( pm->ps->velocity, BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ), + dir, pm->ps->velocity ); + + //for a long run of wall jumps the velocity can get pretty large, this caps it + if( VectorLength( pm->ps->velocity ) > LEVEL2_WALLJUMP_MAXSPEED ) + { + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, LEVEL2_WALLJUMP_MAXSPEED, pm->ps->velocity ); + } + + PM_AddEvent( EV_JUMP ); + + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + return qtrue; +} + +/* +============= +PM_CheckJump +============= +*/ +static qboolean PM_CheckJump( void ) +{ + if( BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ) == 0.0f ) + return qfalse; + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) + return PM_CheckWallJump( ); + + //can't jump and pounce at the same time + if( ( pm->ps->weapon == WP_ALEVEL3 || + pm->ps->weapon == WP_ALEVEL3_UPG ) && + pm->ps->stats[ STAT_MISC ] > 0 ) + return qfalse; + + //can't jump and charge at the same time + if( ( pm->ps->weapon == WP_ALEVEL4 ) && + pm->ps->stats[ STAT_MISC ] > 0 ) + return qfalse; + + if( ( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) && + ( pm->ps->stats[ STAT_STAMINA ] < 0 ) ) + return qfalse; + + if( pm->ps->pm_flags & PMF_RESPAWNED ) + return qfalse; // don't allow jump until all buttons are up + + if( pm->cmd.upmove < 10 ) + // not holding jump + return qfalse; + + //can't jump whilst grabbed + if( pm->ps->pm_type == PM_GRABBED ) + { + pm->cmd.upmove = 0; + return qfalse; + } + + // must wait for jump to be released + if( pm->ps->pm_flags & PMF_JUMP_HELD ) + { + // clear upmove so cmdscale doesn't lower running speed + pm->cmd.upmove = 0; + return qfalse; + } + + pml.groundPlane = qfalse; // jumping away + pml.walking = qfalse; + pm->ps->pm_flags |= PMF_JUMP_HELD; + + //TA: take some stamina off + if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) + pm->ps->stats[ STAT_STAMINA ] -= 500; + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + + //TA: jump away from wall + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + vec3_t normal = { 0, 0, -1 }; + + if( !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) ) + VectorCopy( pm->ps->grapplePoint, normal ); + + VectorMA( pm->ps->velocity, BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ), + normal, pm->ps->velocity ); + } + else + pm->ps->velocity[ 2 ] = BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ); + + PM_AddEvent( EV_JUMP ); + + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + return qtrue; +} + +/* +============= +PM_CheckWaterJump +============= +*/ +static qboolean PM_CheckWaterJump( void ) +{ + vec3_t spot; + int cont; + vec3_t flatforward; + + if( pm->ps->pm_time ) + return qfalse; + + // check for water jump + if( pm->waterlevel != 2 ) + return qfalse; + + flatforward[ 0 ] = pml.forward[ 0 ]; + flatforward[ 1 ] = pml.forward[ 1 ]; + flatforward[ 2 ] = 0; + VectorNormalize( flatforward ); + + VectorMA( pm->ps->origin, 30, flatforward, spot ); + spot[ 2 ] += 4; + cont = pm->pointcontents( spot, pm->ps->clientNum ); + + if( !( cont & CONTENTS_SOLID ) ) + return qfalse; + + spot[ 2 ] += 16; + cont = pm->pointcontents( spot, pm->ps->clientNum ); + + if( cont ) + return qfalse; + + // jump out of water + VectorScale( pml.forward, 200, pm->ps->velocity ); + pm->ps->velocity[ 2 ] = 350; + + pm->ps->pm_flags |= PMF_TIME_WATERJUMP; + pm->ps->pm_time = 2000; + + return qtrue; +} + +//============================================================================ + + +/* +=================== +PM_WaterJumpMove + +Flying out of the water +=================== +*/ +static void PM_WaterJumpMove( void ) +{ + // waterjump has no control, but falls + + PM_StepSlideMove( qtrue, qfalse ); + + pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; + if( pm->ps->velocity[ 2 ] < 0 ) + { + // cancel as soon as we are falling down again + pm->ps->pm_flags &= ~PMF_ALL_TIMES; + pm->ps->pm_time = 0; + } +} + +/* +=================== +PM_WaterMove + +=================== +*/ +static void PM_WaterMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + float vel; + + if( PM_CheckWaterJump( ) ) + { + PM_WaterJumpMove(); + return; + } +#if 0 + // jump = head for surface + if ( pm->cmd.upmove >= 10 ) { + if (pm->ps->velocity[2] > -300) { + if ( pm->watertype == CONTENTS_WATER ) { + pm->ps->velocity[2] = 100; + } else if (pm->watertype == CONTENTS_SLIME) { + pm->ps->velocity[2] = 80; + } else { + pm->ps->velocity[2] = 50; + } + } + } +#endif + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + // + // user intentions + // + if( !scale ) + { + wishvel[ 0 ] = 0; + wishvel[ 1 ] = 0; + wishvel[ 2 ] = -60; // sink towards bottom + } + else + { + for( i = 0; i < 3; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + wishvel[ 2 ] += scale * pm->cmd.upmove; + } + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + if( wishspeed > pm->ps->speed * pm_swimScale ) + wishspeed = pm->ps->speed * pm_swimScale; + + PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate ); + + // make sure we can go up slopes easily under water + if( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) + { + vel = VectorLength( pm->ps->velocity ); + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); + } + + PM_SlideMove( qfalse ); +} + +/* +=================== +PM_JetPackMove + +Only with the jetpack +=================== +*/ +static void PM_JetPackMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + + //normal slowdown + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + + // user intentions + for( i = 0; i < 2; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + if( pm->cmd.upmove > 0.0f ) + wishvel[ 2 ] = JETPACK_FLOAT_SPEED; + else if( pm->cmd.upmove < 0.0f ) + wishvel[ 2 ] = -JETPACK_SINK_SPEED; + else + wishvel[ 2 ] = 0.0f; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate ); + + PM_StepSlideMove( qfalse, qfalse ); + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_LAND ); + else + PM_ContinueLegsAnim( NSPA_LAND ); +} + + + + +/* +=================== +PM_FlyMove + +Only with the flight powerup +=================== +*/ +static void PM_FlyMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + + // normal slowdown + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + // + // user intentions + // + if( !scale ) + { + wishvel[ 0 ] = 0; + wishvel[ 1 ] = 0; + wishvel[ 2 ] = 0; + } + else + { + for( i = 0; i < 3; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + wishvel[ 2 ] += scale * pm->cmd.upmove; + } + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate ); + + PM_StepSlideMove( qfalse, qfalse ); +} + + +/* +=================== +PM_AirMove + +=================== +*/ +static void PM_AirMove( void ) +{ + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + usercmd_t cmd; + + PM_Friction( ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + cmd = pm->cmd; + scale = PM_CmdScale( &cmd ); + + // set the movementDir so clients can rotate the legs for strafing + PM_SetMovementDir( ); + + // project moves down to flat plane + pml.forward[ 2 ] = 0; + pml.right[ 2 ] = 0; + VectorNormalize( pml.forward ); + VectorNormalize( pml.right ); + + for( i = 0; i < 2; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + wishvel[ 2 ] = 0; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + // not on ground, so little effect on velocity + PM_Accelerate( wishdir, wishspeed, + BG_FindAirAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ) ); + + // we may have a ground plane that is very steep, even + // though we don't have a groundentity + // slide along the steep plane + if( pml.groundPlane ) + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + PM_StepSlideMove( qtrue, qfalse ); +} + +/* +=================== +PM_ClimbMove + +=================== +*/ +static void PM_ClimbMove( void ) +{ + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + usercmd_t cmd; + float accelerate; + float vel; + + if( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) + { + // begin swimming + PM_WaterMove( ); + return; + } + + + if( PM_CheckJump( ) || PM_CheckPounce( ) ) + { + // jumped away + if( pm->waterlevel > 1 ) + PM_WaterMove( ); + else + PM_AirMove( ); + + return; + } + + PM_Friction( ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + cmd = pm->cmd; + scale = PM_CmdScale( &cmd ); + + // set the movementDir so clients can rotate the legs for strafing + PM_SetMovementDir( ); + + // project the forward and right directions onto the ground plane + PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); + PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); + // + VectorNormalize( pml.forward ); + VectorNormalize( pml.right ); + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + // when going up or down slopes the wish velocity should Not be zero +// wishvel[2] = 0; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + // clamp the speed lower if ducking + if( pm->ps->pm_flags & PMF_DUCKED ) + { + if( wishspeed > pm->ps->speed * pm_duckScale ) + wishspeed = pm->ps->speed * pm_duckScale; + } + + // clamp the speed lower if wading or walking on the bottom + if( pm->waterlevel ) + { + float waterScale; + + waterScale = pm->waterlevel / 3.0; + waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; + if( wishspeed > pm->ps->speed * waterScale ) + wishspeed = pm->ps->speed * waterScale; + } + + // when a player gets hit, they temporarily lose + // full control, which allows them to be moved a bit + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + accelerate = BG_FindAirAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + else + accelerate = BG_FindAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + + PM_Accelerate( wishdir, wishspeed, accelerate ); + + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; + + vel = VectorLength( pm->ps->velocity ); + + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + // don't decrease velocity when going up or down a slope + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); + + // don't do anything if standing still + if( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] && !pm->ps->velocity[ 2 ] ) + return; + + PM_StepSlideMove( qfalse, qfalse ); +} + + +/* +=================== +PM_WalkMove + +=================== +*/ +static void PM_WalkMove( void ) +{ + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + usercmd_t cmd; + float accelerate; + + if( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) + { + // begin swimming + PM_WaterMove( ); + return; + } + + + if( PM_CheckJump( ) || PM_CheckPounce( ) ) + { + // jumped away + if( pm->waterlevel > 1 ) + PM_WaterMove( ); + else + PM_AirMove( ); + + return; + } + + //charging + PM_CheckCharge( ); + + PM_Friction( ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + cmd = pm->cmd; + scale = PM_CmdScale( &cmd ); + + // set the movementDir so clients can rotate the legs for strafing + PM_SetMovementDir( ); + + // project moves down to flat plane + pml.forward[ 2 ] = 0; + pml.right[ 2 ] = 0; + + // project the forward and right directions onto the ground plane + PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); + PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); + // + VectorNormalize( pml.forward ); + VectorNormalize( pml.right ); + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + // when going up or down slopes the wish velocity should Not be zero +// wishvel[2] = 0; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + // clamp the speed lower if ducking + if( pm->ps->pm_flags & PMF_DUCKED ) + { + if( wishspeed > pm->ps->speed * pm_duckScale ) + wishspeed = pm->ps->speed * pm_duckScale; + } + + // clamp the speed lower if wading or walking on the bottom + if( pm->waterlevel ) + { + float waterScale; + + waterScale = pm->waterlevel / 3.0; + waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; + if( wishspeed > pm->ps->speed * waterScale ) + wishspeed = pm->ps->speed * waterScale; + } + + // when a player gets hit, they temporarily lose + // full control, which allows them to be moved a bit + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + accelerate = BG_FindAirAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + else + accelerate = BG_FindAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + + PM_Accelerate( wishdir, wishspeed, accelerate ); + + //Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]); + //Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity)); + + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; + else + { + // don't reset the z velocity for slopes +// pm->ps->velocity[2] = 0; + } + + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + // don't do anything if standing still + if( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] ) + return; + + PM_StepSlideMove( qfalse, qfalse ); + + //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); + +} + + +/* +=================== +PM_LadderMove + +Basically a rip of PM_WaterMove with a few changes +=================== +*/ +static void PM_LadderMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + float vel; + + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + wishvel[ 2 ] += scale * pm->cmd.upmove; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + if( wishspeed > pm->ps->speed * pm_swimScale ) + wishspeed = pm->ps->speed * pm_swimScale; + + PM_Accelerate( wishdir, wishspeed, pm_accelerate ); + + //slanty ladders + if( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0.0f ) + { + vel = VectorLength( pm->ps->velocity ); + + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); + } + + PM_SlideMove( qfalse ); +} + + +/* +============= +PM_CheckLadder + +Check to see if the player is on a ladder or not +============= +*/ +static void PM_CheckLadder( void ) +{ + vec3_t forward, end; + trace_t trace; + + //test if class can use ladders + if( !BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_CANUSELADDERS ) ) + { + pml.ladder = qfalse; + return; + } + + VectorCopy( pml.forward, forward ); + forward[ 2 ] = 0.0f; + + VectorMA( pm->ps->origin, 1.0f, forward, end ); + + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, MASK_PLAYERSOLID ); + + if( ( trace.fraction < 1.0f ) && ( trace.surfaceFlags & SURF_LADDER ) ) + pml.ladder = qtrue; + else + pml.ladder = qfalse; +} + + +/* +============== +PM_DeadMove +============== +*/ +static void PM_DeadMove( void ) +{ + float forward; + + if( !pml.walking ) + return; + + // extra friction + + forward = VectorLength( pm->ps->velocity ); + forward -= 20; + + if( forward <= 0 ) + VectorClear( pm->ps->velocity ); + else + { + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, forward, pm->ps->velocity ); + } +} + + +/* +=============== +PM_NoclipMove +=============== +*/ +static void PM_NoclipMove( void ) +{ + float speed, drop, friction, control, newspeed; + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + + pm->ps->viewheight = DEFAULT_VIEWHEIGHT; + + // friction + + speed = VectorLength( pm->ps->velocity ); + + if( speed < 1 ) + { + VectorCopy( vec3_origin, pm->ps->velocity ); + } + else + { + drop = 0; + + friction = pm_friction * 1.5; // extra friction + control = speed < pm_stopspeed ? pm_stopspeed : speed; + drop += control * friction * pml.frametime; + + // scale the velocity + newspeed = speed - drop; + + if( newspeed < 0 ) + newspeed = 0; + + newspeed /= speed; + + VectorScale( pm->ps->velocity, newspeed, pm->ps->velocity ); + } + + // accelerate + scale = PM_CmdScale( &pm->cmd ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + wishvel[ 2 ] += pm->cmd.upmove; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + PM_Accelerate( wishdir, wishspeed, pm_accelerate ); + + // move + VectorMA( pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin ); +} + +//============================================================================ + +/* +================ +PM_FootstepForSurface + +Returns an event number apropriate for the groundsurface +================ +*/ +static int PM_FootstepForSurface( void ) +{ + //TA: + if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED ) + return EV_FOOTSTEP_SQUELCH; + + if( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) + return 0; + + if( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) + return EV_FOOTSTEP_METAL; + + return EV_FOOTSTEP; +} + + +/* +================= +PM_CrashLand + +Check for hard landings that generate sound events +================= +*/ +static void PM_CrashLand( void ) +{ + float delta; + float dist; + float vel, acc; + float t; + float a, b, c, den; + + // decide which landing animation to use + if( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_LANDB ); + else + PM_ForceLegsAnim( NSPA_LANDBACK ); + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_LAND ); + else + PM_ForceLegsAnim( NSPA_LAND ); + } + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + pm->ps->legsTimer = TIMER_LAND; + else + pm->ps->torsoTimer = TIMER_LAND; + + // calculate the exact velocity on landing + dist = pm->ps->origin[ 2 ] - pml.previous_origin[ 2 ]; + vel = pml.previous_velocity[ 2 ]; + acc = -pm->ps->gravity; + + a = acc / 2; + b = vel; + c = -dist; + + den = b * b - 4 * a * c; + if( den < 0 ) + return; + + t = (-b - sqrt( den ) ) / ( 2 * a ); + + delta = vel + t * acc; + delta = delta*delta * 0.0001; + + // ducking while falling doubles damage + if( pm->ps->pm_flags & PMF_DUCKED ) + delta *= 2; + + // never take falling damage if completely underwater + if( pm->waterlevel == 3 ) + return; + + // reduce falling damage if there is standing water + if( pm->waterlevel == 2 ) + delta *= 0.25; + + if( pm->waterlevel == 1 ) + delta *= 0.5; + + if( delta < 1 ) + return; + + // create a local entity event to play the sound + + // SURF_NODAMAGE is used for bounce pads where you don't ever + // want to take damage or play a crunch sound + if( !( pml.groundTrace.surfaceFlags & SURF_NODAMAGE ) ) + { + pm->ps->stats[ STAT_FALLDIST ] = delta; + + if( delta > AVG_FALL_DISTANCE ) + { + PM_AddEvent( EV_FALL_FAR ); + } + else if( delta > MIN_FALL_DISTANCE ) + { + // this is a pain grunt, so don't play it if dead + if( pm->ps->stats[STAT_HEALTH] > 0 ) + PM_AddEvent( EV_FALL_MEDIUM ); + } + else + { + if( delta > 7 ) + PM_AddEvent( EV_FALL_SHORT ); + else + PM_AddEvent( PM_FootstepForSurface( ) ); + } + } + + // start footstep cycle over + pm->ps->bobCycle = 0; +} + + +/* +============= +PM_CorrectAllSolid +============= +*/ +static int PM_CorrectAllSolid( trace_t *trace ) +{ + int i, j, k; + vec3_t point; + + if( pm->debugLevel ) + Com_Printf("%i:allsolid\n", c_pmove); + + // jitter around + for( i = -1; i <= 1; i++ ) + { + for( j = -1; j <= 1; j++ ) + { + for( k = -1; k <= 1; k++ ) + { + VectorCopy( pm->ps->origin, point ); + point[ 0 ] += (float)i; + point[ 1 ] += (float)j; + point[ 2 ] += (float)k; + pm->trace( trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + if( !trace->allsolid ) + { + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] - 0.25; + + pm->trace( trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + pml.groundTrace = *trace; + return qtrue; + } + } + } + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; + + return qfalse; +} + + +/* +============= +PM_GroundTraceMissed + +The ground trace didn't hit a surface, so we are in freefall +============= +*/ +static void PM_GroundTraceMissed( void ) +{ + trace_t trace; + vec3_t point; + + if( pm->ps->groundEntityNum != ENTITYNUM_NONE ) + { + // we just transitioned into freefall + if( pm->debugLevel ) + Com_Printf( "%i:lift\n", c_pmove ); + + // if they aren't in a jumping animation and the ground is a ways away, force into it + // if we didn't do the trace, the player would be backflipping down staircases + VectorCopy( pm->ps->origin, point ); + point[ 2 ] -= 64.0f; + + pm->trace( &trace, pm->ps->origin, NULL, NULL, point, pm->ps->clientNum, pm->tracemask ); + if( trace.fraction == 1.0f ) + { + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + } + } + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_TAKESFALLDAMAGE ) ) + { + if( pm->ps->velocity[ 2 ] < FALLING_THRESHOLD && pml.previous_velocity[ 2 ] >= FALLING_THRESHOLD ) + PM_AddEvent( EV_FALLING ); + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; +} + + +/* +============= +PM_GroundClimbTrace +============= +*/ +static void PM_GroundClimbTrace( void ) +{ + vec3_t surfNormal, movedir, lookdir, point; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; + vec3_t toAngles, surfAngles; + trace_t trace; + int i; + + //used for delta correction + vec3_t traceCROSSsurf, traceCROSSref, surfCROSSref; + float traceDOTsurf, traceDOTref, surfDOTref, rTtDOTrTsTt; + float traceANGsurf, traceANGref, surfANGref; + vec3_t horizontal = { 1.0f, 0.0f, 0.0f }; //arbituary vector perpendicular to refNormal + vec3_t refTOtrace, refTOsurfTOtrace, tempVec; + int rTtANGrTsTt; + float ldDOTtCs, d; + vec3_t abc; + + //TA: If we're on the ceiling then grapplePoint is a rotation normal.. otherwise its a surface normal. + // would have been nice if Carmack had left a few random variables in the ps struct for mod makers + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorCopy( ceilingNormal, surfNormal ); + else + VectorCopy( pm->ps->grapplePoint, surfNormal ); + + //construct a vector which reflects the direction the player is looking wrt the surface normal + ProjectPointOnPlane( movedir, pml.forward, surfNormal ); + VectorNormalize( movedir ); + + VectorCopy( movedir, lookdir ); + + if( pm->cmd.forwardmove < 0 ) + VectorNegate( movedir, movedir ); + + //allow strafe transitions + if( pm->cmd.rightmove ) + { + VectorCopy( pml.right, movedir ); + + if( pm->cmd.rightmove < 0 ) + VectorNegate( movedir, movedir ); + } + + for( i = 0; i <= 4; i++ ) + { + switch ( i ) + { + case 0: + //we are going to step this frame so skip the transition test + if( PM_PredictStepMove( ) ) + continue; + + //trace into direction we are moving + VectorMA( pm->ps->origin, 0.25f, movedir, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + break; + + case 1: + //trace straight down anto "ground" surface + VectorMA( pm->ps->origin, -0.25f, surfNormal, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + break; + + case 2: + if( pml.groundPlane != qfalse && PM_PredictStepMove( ) ) + { + //step down + VectorMA( pm->ps->origin, -STEPSIZE, surfNormal, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + } + else + continue; + break; + + case 3: + //trace "underneath" BBOX so we can traverse angles > 180deg + if( pml.groundPlane != qfalse ) + { + VectorMA( pm->ps->origin, -16.0f, surfNormal, point ); + VectorMA( point, -16.0f, movedir, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + } + else + continue; + break; + + case 4: + //fall back so we don't have to modify PM_GroundTrace too much + VectorCopy( pm->ps->origin, point ); + point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f; + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + break; + } + + //if we hit something + if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && + !( trace.entityNum != ENTITYNUM_WORLD && i != 4 ) ) + { + if( i == 2 || i == 3 ) + { + if( i == 2 ) + PM_StepEvent( pm->ps->origin, trace.endpos, surfNormal ); + + VectorCopy( trace.endpos, pm->ps->origin ); + } + + //calculate a bunch of stuff... + CrossProduct( trace.plane.normal, surfNormal, traceCROSSsurf ); + VectorNormalize( traceCROSSsurf ); + + CrossProduct( trace.plane.normal, refNormal, traceCROSSref ); + VectorNormalize( traceCROSSref ); + + CrossProduct( surfNormal, refNormal, surfCROSSref ); + VectorNormalize( surfCROSSref ); + + //calculate angle between surf and trace + traceDOTsurf = DotProduct( trace.plane.normal, surfNormal ); + traceANGsurf = RAD2DEG( acos( traceDOTsurf ) ); + + if( traceANGsurf > 180.0f ) + traceANGsurf -= 180.0f; + + //calculate angle between trace and ref + traceDOTref = DotProduct( trace.plane.normal, refNormal ); + traceANGref = RAD2DEG( acos( traceDOTref ) ); + + if( traceANGref > 180.0f ) + traceANGref -= 180.0f; + + //calculate angle between surf and ref + surfDOTref = DotProduct( surfNormal, refNormal ); + surfANGref = RAD2DEG( acos( surfDOTref ) ); + + if( surfANGref > 180.0f ) + surfANGref -= 180.0f; + + //if the trace result and old surface normal are different then we must have transided to a new + //surface... do some stuff... + if( !VectorCompare( trace.plane.normal, surfNormal ) ) + { + //if the trace result or the old vector is not the floor or ceiling correct the YAW angle + if( !VectorCompare( trace.plane.normal, refNormal ) && !VectorCompare( surfNormal, refNormal ) && + !VectorCompare( trace.plane.normal, ceilingNormal ) && !VectorCompare( surfNormal, ceilingNormal ) ) + { + //behold the evil mindfuck from hell + //it has fucked mind like nothing has fucked mind before + + //calculate reference rotated through to trace plane + RotatePointAroundVector( refTOtrace, traceCROSSref, horizontal, -traceANGref ); + + //calculate reference rotated through to surf plane then to trace plane + RotatePointAroundVector( tempVec, surfCROSSref, horizontal, -surfANGref ); + RotatePointAroundVector( refTOsurfTOtrace, traceCROSSsurf, tempVec, -traceANGsurf ); + + //calculate angle between refTOtrace and refTOsurfTOtrace + rTtDOTrTsTt = DotProduct( refTOtrace, refTOsurfTOtrace ); + rTtANGrTsTt = ANGLE2SHORT( RAD2DEG( acos( rTtDOTrTsTt ) ) ); + + if( rTtANGrTsTt > 32768 ) + rTtANGrTsTt -= 32768; + + CrossProduct( refTOtrace, refTOsurfTOtrace, tempVec ); + VectorNormalize( tempVec ); + if( DotProduct( trace.plane.normal, tempVec ) > 0.0f ) + rTtANGrTsTt = -rTtANGrTsTt; + + //phew! - correct the angle + pm->ps->delta_angles[ YAW ] -= rTtANGrTsTt; + } + + //construct a plane dividing the surf and trace normals + CrossProduct( traceCROSSsurf, surfNormal, abc ); + VectorNormalize( abc ); + d = DotProduct( abc, pm->ps->origin ); + + //construct a point representing where the player is looking + VectorAdd( pm->ps->origin, lookdir, point ); + + //check whether point is on one side of the plane, if so invert the correction angle + if( ( abc[ 0 ] * point[ 0 ] + abc[ 1 ] * point[ 1 ] + abc[ 2 ] * point[ 2 ] - d ) > 0 ) + traceANGsurf = -traceANGsurf; + + //find the . product of the lookdir and traceCROSSsurf + if( ( ldDOTtCs = DotProduct( lookdir, traceCROSSsurf ) ) < 0.0f ) + { + VectorInverse( traceCROSSsurf ); + ldDOTtCs = DotProduct( lookdir, traceCROSSsurf ); + } + + //set the correction angle + traceANGsurf *= 1.0f - ldDOTtCs; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_WALLCLIMBINGFOLLOW ) ) + { + //correct the angle + pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( traceANGsurf ); + } + + //transition from wall to ceiling + //normal for subsequent viewangle rotations + if( VectorCompare( trace.plane.normal, ceilingNormal ) ) + { + CrossProduct( surfNormal, trace.plane.normal, pm->ps->grapplePoint ); + VectorNormalize( pm->ps->grapplePoint ); + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBINGCEILING; + } + + //transition from ceiling to wall + //we need to do some different angle correction here cos GPISROTVEC + if( VectorCompare( surfNormal, ceilingNormal ) ) + { + vectoangles( trace.plane.normal, toAngles ); + vectoangles( pm->ps->grapplePoint, surfAngles ); + + pm->ps->delta_angles[ 1 ] -= ANGLE2SHORT( ( ( surfAngles[ 1 ] - toAngles[ 1 ] ) * 2 ) - 180.0f ); + } + } + + pml.groundTrace = trace; + + //so everything knows where we're wallclimbing (ie client side) + pm->ps->eFlags |= EF_WALLCLIMB; + + //if we're not stuck to the ceiling then set grapplePoint to be a surface normal + if( !VectorCompare( trace.plane.normal, ceilingNormal ) ) + { + //so we know what surface we're stuck to + VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; + } + + //IMPORTANT: break out of the for loop if we've hit something + break; + } + else if( trace.allsolid ) + { + // do something corrective if the trace starts in a solid... + if( !PM_CorrectAllSolid( &trace ) ) + return; + } + } + + if( trace.fraction >= 1.0f ) + { + // if the trace didn't hit anything, we are in free fall + PM_GroundTraceMissed( ); + pml.groundPlane = qfalse; + pml.walking = qfalse; + pm->ps->eFlags &= ~EF_WALLCLIMB; + + //just transided from ceiling to floor... apply delta correction + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + { + vec3_t forward, rotated, angles; + + AngleVectors( pm->ps->viewangles, forward, NULL, NULL ); + + RotatePointAroundVector( rotated, pm->ps->grapplePoint, forward, 180.0f ); + vectoangles( rotated, angles ); + + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( angles[ YAW ] - pm->ps->viewangles[ YAW ] ); + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; + + //we get very bizarre effects if we don't do this :0 + VectorCopy( refNormal, pm->ps->grapplePoint ); + return; + } + + pml.groundPlane = qtrue; + pml.walking = qtrue; + + // hitting solid ground will end a waterjump + if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) + { + pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND); + pm->ps->pm_time = 0; + } + + pm->ps->groundEntityNum = trace.entityNum; + + // don't reset the z velocity for slopes +// pm->ps->velocity[2] = 0; + + PM_AddTouchEnt( trace.entityNum ); +} + + +/* +============= +PM_GroundTrace +============= +*/ +static void PM_GroundTrace( void ) +{ + vec3_t point; + vec3_t movedir; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + trace_t trace; + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) ) + { + if( pm->ps->persistant[ PERS_STATE ] & PS_WALLCLIMBINGTOGGLE ) + { + //toggle wall climbing if holding crouch + if( pm->cmd.upmove < 0 && !( pm->ps->pm_flags & PMF_CROUCH_HELD ) ) + { + if( !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + else if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + + pm->ps->pm_flags |= PMF_CROUCH_HELD; + } + else if( pm->cmd.upmove >= 0 ) + pm->ps->pm_flags &= ~PMF_CROUCH_HELD; + } + else + { + if( pm->cmd.upmove < 0 ) + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + else if( pm->cmd.upmove >= 0 ) + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + } + + if( pm->ps->pm_type == PM_DEAD ) + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + PM_GroundClimbTrace( ); + return; + } + + //just transided from ceiling to floor... apply delta correction + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + { + vec3_t forward, rotated, angles; + + AngleVectors( pm->ps->viewangles, forward, NULL, NULL ); + + RotatePointAroundVector( rotated, pm->ps->grapplePoint, forward, 180.0f ); + vectoangles( rotated, angles ); + + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( angles[ YAW ] - pm->ps->viewangles[ YAW ] ); + } + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; + pm->ps->eFlags &= ~EF_WALLCLIMB; + + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f; + + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + pml.groundTrace = trace; + + // do something corrective if the trace starts in a solid... + if( trace.allsolid ) + if( !PM_CorrectAllSolid( &trace ) ) + return; + + //make sure that the surfNormal is reset to the ground + VectorCopy( refNormal, pm->ps->grapplePoint ); + + // if the trace didn't hit anything, we are in free fall + if( trace.fraction == 1.0f ) + { + qboolean steppedDown = qfalse; + + // try to step down + if( pml.groundPlane != qfalse && PM_PredictStepMove( ) ) + { + //step down + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] - STEPSIZE; + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + //if we hit something + if( trace.fraction < 1.0f ) + { + PM_StepEvent( pm->ps->origin, trace.endpos, refNormal ); + VectorCopy( trace.endpos, pm->ps->origin ); + steppedDown = qtrue; + } + } + + if( !steppedDown ) + { + PM_GroundTraceMissed( ); + pml.groundPlane = qfalse; + pml.walking = qfalse; + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) + { + ProjectPointOnPlane( movedir, pml.forward, refNormal ); + VectorNormalize( movedir ); + + if( pm->cmd.forwardmove < 0 ) + VectorNegate( movedir, movedir ); + + //allow strafe transitions + if( pm->cmd.rightmove ) + { + VectorCopy( pml.right, movedir ); + + if( pm->cmd.rightmove < 0 ) + VectorNegate( movedir, movedir ); + } + + //trace into direction we are moving + VectorMA( pm->ps->origin, 0.25f, movedir, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && + ( trace.entityNum == ENTITYNUM_WORLD ) ) + { + if( !VectorCompare( trace.plane.normal, pm->ps->grapplePoint ) ) + { + VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); + PM_CheckWallJump( ); + } + } + } + + return; + } + } + + // check if getting thrown off the ground + if( pm->ps->velocity[ 2 ] > 0.0f && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10.0f ) + { + if( pm->debugLevel ) + Com_Printf( "%i:kickoff\n", c_pmove ); + + // go into jump animation + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; + return; + } + + // slopes that are too steep will not be considered onground + if( trace.plane.normal[ 2 ] < MIN_WALK_NORMAL ) + { + if( pm->debugLevel ) + Com_Printf( "%i:steep\n", c_pmove ); + + // FIXME: if they can't slide down the slope, let them + // walk (sharp crevices) + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qtrue; + pml.walking = qfalse; + return; + } + + pml.groundPlane = qtrue; + pml.walking = qtrue; + + // hitting solid ground will end a waterjump + if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) + { + pm->ps->pm_flags &= ~( PMF_TIME_WATERJUMP | PMF_TIME_LAND ); + pm->ps->pm_time = 0; + } + + if( pm->ps->groundEntityNum == ENTITYNUM_NONE ) + { + // just hit the ground + if( pm->debugLevel ) + Com_Printf( "%i:Land\n", c_pmove ); + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_TAKESFALLDAMAGE ) ) + PM_CrashLand( ); + + // don't do landing time if we were just going down a slope + if( pml.previous_velocity[ 2 ] < -200 ) + { + // don't allow another jump for a little while + pm->ps->pm_flags |= PMF_TIME_LAND; + pm->ps->pm_time = 250; + } + } + + pm->ps->groundEntityNum = trace.entityNum; + + // don't reset the z velocity for slopes +// pm->ps->velocity[2] = 0; + + PM_AddTouchEnt( trace.entityNum ); +} + + +/* +============= +PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving +============= +*/ +static void PM_SetWaterLevel( void ) +{ + vec3_t point; + int cont; + int sample1; + int sample2; + + // + // get waterlevel, accounting for ducking + // + pm->waterlevel = 0; + pm->watertype = 0; + + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + 1; + cont = pm->pointcontents( point, pm->ps->clientNum ); + + if( cont & MASK_WATER ) + { + sample2 = pm->ps->viewheight - MINS_Z; + sample1 = sample2 / 2; + + pm->watertype = cont; + pm->waterlevel = 1; + point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample1; + cont = pm->pointcontents( point, pm->ps->clientNum ); + + if( cont & MASK_WATER ) + { + pm->waterlevel = 2; + point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample2; + cont = pm->pointcontents( point, pm->ps->clientNum ); + + if( cont & MASK_WATER ) + pm->waterlevel = 3; + } + } +} + + + +/* +============== +PM_CheckDuck + +Sets mins, maxs, and pm->ps->viewheight +============== +*/ +static void PM_CheckDuck (void) +{ + trace_t trace; + vec3_t PCmins, PCmaxs, PCcmaxs; + int PCvh, PCcvh; + + BG_FindBBoxForClass( pm->ps->stats[ STAT_PCLASS ], PCmins, PCmaxs, PCcmaxs, NULL, NULL ); + BG_FindViewheightForClass( pm->ps->stats[ STAT_PCLASS ], &PCvh, &PCcvh ); + + //TA: iD bug? you can still crouch when you're a spectator + if( pm->ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + PCcvh = PCvh; + + pm->mins[ 0 ] = PCmins[ 0 ]; + pm->mins[ 1 ] = PCmins[ 1 ]; + + pm->maxs[ 0 ] = PCmaxs[ 0 ]; + pm->maxs[ 1 ] = PCmaxs[ 1 ]; + + pm->mins[ 2 ] = PCmins[ 2 ]; + + if( pm->ps->pm_type == PM_DEAD ) + { + pm->maxs[ 2 ] = -8; + pm->ps->viewheight = DEAD_VIEWHEIGHT; + return; + } + + //TA: If the standing and crouching viewheights are the same the class can't crouch + if( ( pm->cmd.upmove < 0 ) && ( PCvh != PCcvh ) && + pm->ps->pm_type != PM_JETPACK && + !BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) + { + // duck + pm->ps->pm_flags |= PMF_DUCKED; + } + else + { + // stand up if possible + if( pm->ps->pm_flags & PMF_DUCKED ) + { + // try to stand up + pm->maxs[ 2 ] = PCmaxs[ 2 ]; + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask ); + if( !trace.allsolid ) + pm->ps->pm_flags &= ~PMF_DUCKED; + } + } + + if( pm->ps->pm_flags & PMF_DUCKED ) + { + pm->maxs[ 2 ] = PCcmaxs[ 2 ]; + pm->ps->viewheight = PCcvh; + } + else + { + pm->maxs[ 2 ] = PCmaxs[ 2 ]; + pm->ps->viewheight = PCvh; + } +} + + + +//=================================================================== + + +/* +=============== +PM_Footsteps +=============== +*/ +static void PM_Footsteps( void ) +{ + float bobmove; + int old; + qboolean footstep; + + // + // calculate speed and cycle to be used for + // all cyclic walking effects + // + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pml.groundPlane ) ) + { + //TA: FIXME: yes yes i know this is wrong + pm->xyspeed = sqrt( pm->ps->velocity[ 0 ] * pm->ps->velocity[ 0 ] + + pm->ps->velocity[ 1 ] * pm->ps->velocity[ 1 ] + + pm->ps->velocity[ 2 ] * pm->ps->velocity[ 2 ] ); + } + else + pm->xyspeed = sqrt( pm->ps->velocity[ 0 ] * pm->ps->velocity[ 0 ] + + pm->ps->velocity[ 1 ] * pm->ps->velocity[ 1 ] ); + + if( pm->ps->groundEntityNum == ENTITYNUM_NONE ) + { + // airborne leaves position in cycle intact, but doesn't advance + if( pm->waterlevel > 1 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_SWIM ); + else + PM_ContinueLegsAnim( NSPA_SWIM ); + } + + return; + } + + // if not trying to move + if( !pm->cmd.forwardmove && !pm->cmd.rightmove ) + { + if( pm->xyspeed < 5 ) + { + pm->ps->bobCycle = 0; // start at beginning of cycle again + if( pm->ps->pm_flags & PMF_DUCKED ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_IDLECR ); + else + PM_ContinueLegsAnim( NSPA_STAND ); + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_IDLE ); + else + PM_ContinueLegsAnim( NSPA_STAND ); + } + } + return; + } + + + footstep = qfalse; + + if( pm->ps->pm_flags & PMF_DUCKED ) + { + bobmove = 0.5; // ducked characters bob much faster + + if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_BACKCR ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALKBACK ); + } + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_WALKCR ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALK ); + } + } + + // ducked characters never play footsteps + } + else + { + if( !( pm->cmd.buttons & BUTTON_WALKING ) ) + { + bobmove = 0.4f; // faster speeds bob faster + + if( pm->ps->weapon == WP_ALEVEL4 && pm->ps->pm_flags & PMF_CHARGE ) + PM_ContinueLegsAnim( NSPA_CHARGE ); + else if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_BACK ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNLEFT ); + else + PM_ContinueLegsAnim( NSPA_RUNBACK ); + } + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_RUN ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNLEFT ); + else + PM_ContinueLegsAnim( NSPA_RUN ); + } + } + + footstep = qtrue; + } + else + { + bobmove = 0.3f; // walking bobs slow + if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_BACKWALK ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALKBACK ); + } + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_WALK ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALK ); + } + } + } + } + + bobmove *= BG_FindBobCycleForClass( pm->ps->stats[ STAT_PCLASS ] ); + + if( pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST ) + bobmove *= HUMAN_SPRINT_MODIFIER; + + // check for footstep / splash sounds + old = pm->ps->bobCycle; + pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255; + + // if we just crossed a cycle boundary, play an apropriate footstep event + if( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) + { + if( pm->waterlevel == 0 ) + { + // on ground will only play sounds if running + if( footstep && !pm->noFootsteps ) + PM_AddEvent( PM_FootstepForSurface( ) ); + } + else if( pm->waterlevel == 1 ) + { + // splashing + PM_AddEvent( EV_FOOTSPLASH ); + } + else if( pm->waterlevel == 2 ) + { + // wading / swimming at surface + PM_AddEvent( EV_SWIM ); + } + else if( pm->waterlevel == 3 ) + { + // no sound when completely underwater + } + } +} + +/* +============== +PM_WaterEvents + +Generate sound events for entering and leaving water +============== +*/ +static void PM_WaterEvents( void ) +{ + // FIXME? + // + // if just entered a water volume, play a sound + // + if( !pml.previous_waterlevel && pm->waterlevel ) + PM_AddEvent( EV_WATER_TOUCH ); + + // + // if just completely exited a water volume, play a sound + // + if( pml.previous_waterlevel && !pm->waterlevel ) + PM_AddEvent( EV_WATER_LEAVE ); + + // + // check for head just going under water + // + if( pml.previous_waterlevel != 3 && pm->waterlevel == 3 ) + PM_AddEvent( EV_WATER_UNDER ); + + // + // check for head just coming out of water + // + if( pml.previous_waterlevel == 3 && pm->waterlevel != 3 ) + PM_AddEvent( EV_WATER_CLEAR ); +} + + +/* +=============== +PM_BeginWeaponChange +=============== +*/ +static void PM_BeginWeaponChange( int weapon ) +{ + if( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) + return; + + if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) ) + return; + + if( pm->ps->weaponstate == WEAPON_DROPPING ) + return; + + //special case to prevent storing a charged up lcannon + if( pm->ps->weapon == WP_LUCIFER_CANNON ) + pm->ps->stats[ STAT_MISC ] = 0; + + + // force this here to prevent flamer effect from continuing, among other issues + pm->ps->generic1 = WPM_NOTFIRING; + + PM_AddEvent( EV_CHANGE_WEAPON ); + pm->ps->weaponstate = WEAPON_DROPPING; + pm->ps->weaponTime += 200; + pm->ps->persistant[ PERS_NEWWEAPON ] = weapon; + + //reset build weapon + pm->ps->stats[ STAT_BUILDABLE ] = BA_NONE; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_StartTorsoAnim( TORSO_DROP ); +} + + +/* +=============== +PM_FinishWeaponChange +=============== +*/ +static void PM_FinishWeaponChange( void ) +{ + int weapon; + + weapon = pm->ps->persistant[ PERS_NEWWEAPON ]; + if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) + weapon = WP_NONE; + + if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) ) + weapon = WP_NONE; + + pm->ps->weapon = weapon; + pm->ps->weaponstate = WEAPON_RAISING; + pm->ps->weaponTime += 250; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_StartTorsoAnim( TORSO_RAISE ); +} + + +/* +============== +PM_TorsoAnimation + +============== +*/ +static void PM_TorsoAnimation( void ) +{ + if( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) + return; + + if( pm->ps->weaponstate == WEAPON_READY ) + { + if( pm->ps->weapon == WP_BLASTER ) + PM_ContinueTorsoAnim( TORSO_STAND2 ); + else + PM_ContinueTorsoAnim( TORSO_STAND ); + } +} + + +/* +============== +PM_Weapon + +Generates weapon events and modifes the weapon counter +============== +*/ +static void PM_Weapon( void ) +{ + int addTime = 200; //default addTime - should never be used + int ammo, clips, maxClips; + qboolean attack1 = qfalse; + qboolean attack2 = qfalse; + qboolean attack3 = qfalse; + + // don't allow attack until all buttons are up + if( pm->ps->pm_flags & PMF_RESPAWNED ) + return; + + // ignore if spectator + if( pm->ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + return; + + if( pm->ps->stats[ STAT_STATE ] & SS_INFESTING ) + return; + + if( pm->ps->stats[ STAT_STATE ] & SS_HOVELING ) + return; + + // check for dead player + if( pm->ps->stats[ STAT_HEALTH ] <= 0 ) + { + pm->ps->weapon = WP_NONE; + return; + } + + + // no bite during pounce + if( ( pm->ps->weapon == WP_ALEVEL3 || pm->ps->weapon == WP_ALEVEL3_UPG ) + && ( pm->cmd.buttons & BUTTON_ATTACK ) + && ( pm->ps->pm_flags & PMF_CHARGE ) ) + { + return; + } + + if( pm->ps->weaponTime > 0 ) + pm->ps->weaponTime -= pml.msec; + + // check for weapon change + // can't change if weapon is firing, but can change + // again if lowering or raising + if( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) + { + //TA: must press use to switch weapons + if( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) + { + if( !( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) + { + if( pm->cmd.weapon <= 32 ) + { + //if trying to select a weapon, select it + if( pm->ps->weapon != pm->cmd.weapon ) + PM_BeginWeaponChange( pm->cmd.weapon ); + } + else if( pm->cmd.weapon > 32 ) + { + //if trying to toggle an upgrade, toggle it + if( BG_InventoryContainsUpgrade( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check + { + if( BG_UpgradeIsActive( pm->cmd.weapon - 32, pm->ps->stats ) ) + BG_DeactivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats ); + else + BG_ActivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats ); + } + } + pm->ps->pm_flags |= PMF_USE_ITEM_HELD; + } + } + else + pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; + + //something external thinks a weapon change is necessary + if( pm->ps->pm_flags & PMF_WEAPON_SWITCH ) + { + pm->ps->pm_flags &= ~PMF_WEAPON_SWITCH; + PM_BeginWeaponChange( pm->ps->persistant[ PERS_NEWWEAPON ] ); + } + } + + if( pm->ps->weaponTime > 0 ) + return; + + // change weapon if time + if( pm->ps->weaponstate == WEAPON_DROPPING ) + { + PM_FinishWeaponChange( ); + return; + } + + if( pm->ps->weaponstate == WEAPON_RAISING ) + { + pm->ps->weaponstate = WEAPON_READY; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->weapon == WP_BLASTER ) + PM_ContinueTorsoAnim( TORSO_STAND2 ); + else + PM_ContinueTorsoAnim( TORSO_STAND ); + } + + return; + } + + // start the animation even if out of ammo + + BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + BG_FindAmmoForWeapon( pm->ps->weapon, NULL, &maxClips ); + + // check for out of ammo + if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) + { + PM_AddEvent( EV_NOAMMO ); + pm->ps->weaponTime += 200; + + if( pm->ps->weaponstate == WEAPON_FIRING ) + pm->ps->weaponstate = WEAPON_READY; + + return; + } + + //done reloading so give em some ammo + if( pm->ps->weaponstate == WEAPON_RELOADING ) + { + if( maxClips > 0 ) + { + clips--; + BG_FindAmmoForWeapon( pm->ps->weapon, &ammo, NULL ); + } + + if( BG_FindUsesEnergyForWeapon( pm->ps->weapon ) && + BG_InventoryContainsUpgrade( UP_BATTPACK, pm->ps->stats ) ) + ammo = (int)( (float)ammo * BATTPACK_MODIFIER ); + + BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + + //allow some time for the weapon to be raised + pm->ps->weaponstate = WEAPON_RAISING; + PM_StartTorsoAnim( TORSO_RAISE ); + pm->ps->weaponTime += 250; + return; + } + + // check for end of clip + if( ( !ammo || pm->ps->pm_flags & PMF_WEAPON_RELOAD ) && clips ) + { + pm->ps->pm_flags &= ~PMF_WEAPON_RELOAD; + + pm->ps->weaponstate = WEAPON_RELOADING; + + //drop the weapon + PM_StartTorsoAnim( TORSO_DROP ); + + addTime = BG_FindReloadTimeForWeapon( pm->ps->weapon ); + + pm->ps->weaponTime += addTime; + return; + } + + //check if non-auto primary/secondary attacks are permited + switch( pm->ps->weapon ) + { + case WP_ALEVEL0: + //venom is only autohit + attack1 = attack2 = attack3 = qfalse; + + if( !pm->autoWeaponHit[ pm->ps->weapon ] ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + + case WP_ALEVEL3: + case WP_ALEVEL3_UPG: + //pouncing has primary secondary AND autohit procedures + attack1 = pm->cmd.buttons & BUTTON_ATTACK; + attack2 = pm->cmd.buttons & BUTTON_ATTACK2; + attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; + + if( !pm->autoWeaponHit[ pm->ps->weapon ] && !attack1 && !attack2 && !attack3 ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + + case WP_LUCIFER_CANNON: + attack1 = pm->cmd.buttons & BUTTON_ATTACK; + attack2 = pm->cmd.buttons & BUTTON_ATTACK2; + attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; + + if( ( attack1 || pm->ps->stats[ STAT_MISC ] == 0 ) && !attack2 && !attack3 ) + { + if( pm->ps->stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + else + attack1 = !attack1; + } + + //erp this looks confusing + if( pm->ps->stats[ STAT_MISC ] > LCANNON_MIN_CHARGE ) + attack1 = !attack1; + else if( pm->ps->stats[ STAT_MISC ] > 0 ) + { + pm->ps->stats[ STAT_MISC ] = 0; + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + + case WP_MASS_DRIVER: + attack1 = pm->cmd.buttons & BUTTON_ATTACK; + // attack2 is handled on the client for zooming (cg_view.c) + + if( !attack1 ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + + default: + //by default primary and secondary attacks are allowed + attack1 = pm->cmd.buttons & BUTTON_ATTACK; + attack2 = pm->cmd.buttons & BUTTON_ATTACK2; + attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; + + if( !attack1 && !attack2 && !attack3 ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + } + + if ( pm->ps->weapon == WP_LUCIFER_CANNON && pm->ps->stats[ STAT_MISC ] > 0 && attack3 ) + { + attack1 = qtrue; + attack3 = qfalse; + } + + //TA: fire events for non auto weapons + if( attack3 ) + { + if( BG_WeaponHasThirdMode( pm->ps->weapon ) ) + { + //hacky special case for slowblob + if( pm->ps->weapon == WP_ALEVEL3_UPG && !ammo ) + { + PM_AddEvent( EV_NOAMMO ); + pm->ps->weaponTime += 200; + return; + } + + pm->ps->generic1 = WPM_TERTIARY; + PM_AddEvent( EV_FIRE_WEAPON3 ); + addTime = BG_FindRepeatRate3ForWeapon( pm->ps->weapon ); + } + else + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + pm->ps->generic1 = WPM_NOTFIRING; + return; + } + } + else if( attack2 ) + { + if( BG_WeaponHasAltMode( pm->ps->weapon ) ) + { + pm->ps->generic1 = WPM_SECONDARY; + PM_AddEvent( EV_FIRE_WEAPON2 ); + addTime = BG_FindRepeatRate2ForWeapon( pm->ps->weapon ); + } + else + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + pm->ps->generic1 = WPM_NOTFIRING; + return; + } + } + else if( attack1 ) + { + pm->ps->generic1 = WPM_PRIMARY; + PM_AddEvent( EV_FIRE_WEAPON ); + addTime = BG_FindRepeatRate1ForWeapon( pm->ps->weapon ); + } + + //TA: fire events for autohit weapons + if( pm->autoWeaponHit[ pm->ps->weapon ] ) + { + switch( pm->ps->weapon ) + { + case WP_ALEVEL0: + pm->ps->generic1 = WPM_PRIMARY; + PM_AddEvent( EV_FIRE_WEAPON ); + addTime = BG_FindRepeatRate1ForWeapon( pm->ps->weapon ); + break; + + case WP_ALEVEL3: + case WP_ALEVEL3_UPG: + pm->ps->generic1 = WPM_SECONDARY; + PM_AddEvent( EV_FIRE_WEAPON2 ); + addTime = BG_FindRepeatRate2ForWeapon( pm->ps->weapon ); + break; + + default: + break; + } + } + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + //FIXME: this should be an option in the client weapon.cfg + switch( pm->ps->weapon ) + { + case WP_FLAMER: + if( pm->ps->weaponstate == WEAPON_READY ) + { + PM_StartTorsoAnim( TORSO_ATTACK ); + } + break; + + case WP_BLASTER: + PM_StartTorsoAnim( TORSO_ATTACK2 ); + break; + + default: + PM_StartTorsoAnim( TORSO_ATTACK ); + break; + } + } + else + { + if( pm->ps->weapon == WP_ALEVEL4 ) + { + //hack to get random attack animations + //FIXME: does pm->ps->weaponTime cycle enough? + int num = abs( pm->ps->weaponTime ) % 3; + + if( num == 0 ) + PM_ForceLegsAnim( NSPA_ATTACK1 ); + else if( num == 1 ) + PM_ForceLegsAnim( NSPA_ATTACK2 ); + else if( num == 2 ) + PM_ForceLegsAnim( NSPA_ATTACK3 ); + } + else + { + if( attack1 ) + PM_ForceLegsAnim( NSPA_ATTACK1 ); + else if( attack2 ) + PM_ForceLegsAnim( NSPA_ATTACK2 ); + else if( attack3 ) + PM_ForceLegsAnim( NSPA_ATTACK3 ); + } + + pm->ps->torsoTimer = TIMER_ATTACK; + } + + pm->ps->weaponstate = WEAPON_FIRING; + + // take an ammo away if not infinite + if( !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) + { + //special case for lCanon + if( pm->ps->weapon == WP_LUCIFER_CANNON && attack1 && !attack2 ) + { + ammo -= (int)( ceil( ( (float)pm->ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE ) * 10.0f ) ); + + //stay on the safe side + if( ammo < 0 ) + ammo = 0; + } + else + ammo--; + + BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + } + else if( pm->ps->weapon == WP_ALEVEL3_UPG && attack3 ) + { + //special case for slowblob + ammo--; + BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + } + + //FIXME: predicted angles miss a problem?? + if( pm->ps->weapon == WP_CHAINGUN ) + { + if( pm->ps->pm_flags & PMF_DUCKED || + BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) + { + pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( ( ( random() * 0.5 ) - 0.125 ) * ( 30 / (float)addTime ) ); + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( ( ( random() * 0.5 ) - 0.25 ) * ( 30.0 / (float)addTime ) ); + } + else + { + pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( ( ( random() * 8 ) - 2 ) * ( 30.0 / (float)addTime ) ); + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( ( ( random() * 8 ) - 4 ) * ( 30.0 / (float)addTime ) ); + } + } + + pm->ps->weaponTime += addTime; +} + +/* +================ +PM_Animate +================ +*/ +static void PM_Animate( void ) +{ + if( pm->cmd.buttons & BUTTON_GESTURE ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->torsoTimer == 0 ) + { + PM_StartTorsoAnim( TORSO_GESTURE ); + pm->ps->torsoTimer = TIMER_GESTURE; + + PM_AddEvent( EV_TAUNT ); + } + } + else + { + if( pm->ps->torsoTimer == 0 ) + { + PM_ForceLegsAnim( NSPA_GESTURE ); + pm->ps->torsoTimer = TIMER_GESTURE; + + PM_AddEvent( EV_TAUNT ); + } + } + } +} + + +/* +================ +PM_DropTimers +================ +*/ +static void PM_DropTimers( void ) +{ + // drop misc timing counter + if( pm->ps->pm_time ) + { + if( pml.msec >= pm->ps->pm_time ) + { + pm->ps->pm_flags &= ~PMF_ALL_TIMES; + pm->ps->pm_time = 0; + } + else + pm->ps->pm_time -= pml.msec; + } + + // drop animation counter + if( pm->ps->legsTimer > 0 ) + { + pm->ps->legsTimer -= pml.msec; + + if( pm->ps->legsTimer < 0 ) + pm->ps->legsTimer = 0; + } + + if( pm->ps->torsoTimer > 0 ) + { + pm->ps->torsoTimer -= pml.msec; + + if( pm->ps->torsoTimer < 0 ) + pm->ps->torsoTimer = 0; + } +} + + +/* +================ +PM_UpdateViewAngles + +This can be used as another entry point when only the viewangles +are being updated instead of a full move +================ +*/ +void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) +{ + short temp[ 3 ]; + int i; + vec3_t axis[ 3 ], rotaxis[ 3 ]; + vec3_t tempang; + + if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION ) + return; // no view changes at all + + if( ps->pm_type != PM_SPECTATOR && ps->stats[ STAT_HEALTH ] <= 0 ) + return; // no view changes at all + + // circularly clamp the angles with deltas + for( i = 0; i < 3; i++ ) + { + temp[ i ] = cmd->angles[ i ] + ps->delta_angles[ i ]; + + if( i == PITCH ) + { + // don't let the player look up or down more than 90 degrees + if( temp[ i ] > 16000 ) + { + ps->delta_angles[ i ] = 16000 - cmd->angles[ i ]; + temp[ i ] = 16000; + } + else if( temp[ i ] < -16000 ) + { + ps->delta_angles[ i ] = -16000 - cmd->angles[ i ]; + temp[ i ] = -16000; + } + } + tempang[ i ] = SHORT2ANGLE( temp[ i ] ); + } + + //convert viewangles -> axis + AnglesToAxis( tempang, axis ); + + if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) || + !BG_RotateAxis( ps->grapplePoint, axis, rotaxis, qfalse, + ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) ) + AxisCopy( axis, rotaxis ); + + //convert the new axis back to angles + AxisToAngles( rotaxis, tempang ); + + //force angles to -180 <= x <= 180 + for( i = 0; i < 3; i++ ) + { + while( tempang[ i ] > 180.0f ) + tempang[ i ] -= 360.0f; + + while( tempang[ i ] < 180.0f ) + tempang[ i ] += 360.0f; + } + + //actually set the viewangles + for( i = 0; i < 3; i++ ) + ps->viewangles[ i ] = tempang[ i ]; + + //pull the view into the lock point + if( ps->pm_type == PM_GRABBED && !BG_InventoryContainsUpgrade( UP_BATTLESUIT, ps->stats ) ) + { + vec3_t dir, angles; + + ByteToDir( ps->stats[ STAT_VIEWLOCK ], dir ); + vectoangles( dir, angles ); + + for( i = 0; i < 3; i++ ) + { + float diff = AngleSubtract( ps->viewangles[ i ], angles[ i ] ); + + while( diff > 180.0f ) + diff -= 360.0f; + while( diff < -180.0f ) + diff += 360.0f; + + if( diff < -90.0f ) + ps->delta_angles[ i ] += ANGLE2SHORT( fabs( diff ) - 90.0f ); + else if( diff > 90.0f ) + ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) - 90.0f ); + + if( diff < 0.0f ) + ps->delta_angles[ i ] += ANGLE2SHORT( fabs( diff ) * 0.05f ); + else if( diff > 0.0f ) + ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) * 0.05f ); + } + } +} + + +/* +================ +PmoveSingle + +================ +*/ +void trap_SnapVector( float *v ); + +void PmoveSingle( pmove_t *pmove ) +{ + int ammo, clips; + + pm = pmove; + + BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + + // this counter lets us debug movement problems with a journal + // by setting a conditional breakpoint fot the previous frame + c_pmove++; + + // clear results + pm->numtouch = 0; + pm->watertype = 0; + pm->waterlevel = 0; + + if( pm->ps->stats[ STAT_HEALTH ] <= 0 ) + pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies + + // make sure walking button is clear if they are running, to avoid + // proxy no-footsteps cheats + if( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) + pm->cmd.buttons &= ~BUTTON_WALKING; + + // set the talk balloon flag + if( pm->cmd.buttons & BUTTON_TALK ) + pm->ps->eFlags |= EF_TALK; + else + pm->ps->eFlags &= ~EF_TALK; + + // set the firing flag for continuous beam weapons + if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && + ( pm->cmd.buttons & BUTTON_ATTACK ) && + ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) + pm->ps->eFlags |= EF_FIRING; + else + pm->ps->eFlags &= ~EF_FIRING; + + // set the firing flag for continuous beam weapons + if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && + ( pm->cmd.buttons & BUTTON_ATTACK2 ) && + ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) + pm->ps->eFlags |= EF_FIRING2; + else + pm->ps->eFlags &= ~EF_FIRING2; + + // set the firing flag for continuous beam weapons + if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && + ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) && + ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) + pm->ps->eFlags |= EF_FIRING3; + else + pm->ps->eFlags &= ~EF_FIRING3; + + + // clear the respawned flag if attack and use are cleared + if( pm->ps->stats[STAT_HEALTH] > 0 && + !( pm->cmd.buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) ) + pm->ps->pm_flags &= ~PMF_RESPAWNED; + + // if talk button is down, dissallow all other input + // this is to prevent any possible intercept proxy from + // adding fake talk balloons + if( pmove->cmd.buttons & BUTTON_TALK ) + { + pmove->cmd.buttons = BUTTON_TALK; + pmove->cmd.forwardmove = 0; + pmove->cmd.rightmove = 0; + pmove->cmd.upmove = 0; + } + + // clear all pmove local vars + memset( &pml, 0, sizeof( pml ) ); + + // determine the time + pml.msec = pmove->cmd.serverTime - pm->ps->commandTime; + + if( pml.msec < 1 ) + pml.msec = 1; + else if( pml.msec > 200 ) + pml.msec = 200; + + pm->ps->commandTime = pmove->cmd.serverTime; + + // save old org in case we get stuck + VectorCopy( pm->ps->origin, pml.previous_origin ); + + // save old velocity for crashlanding + VectorCopy( pm->ps->velocity, pml.previous_velocity ); + + pml.frametime = pml.msec * 0.001; + + AngleVectors( pm->ps->viewangles, pml.forward, pml.right, pml.up ); + + if( pm->cmd.upmove < 10 ) + { + // not holding jump + pm->ps->pm_flags &= ~PMF_JUMP_HELD; + } + + // decide if backpedaling animations should be used + if( pm->cmd.forwardmove < 0 ) + pm->ps->pm_flags |= PMF_BACKWARDS_RUN; + else if( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) + pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN; + + if( pm->ps->pm_type >= PM_DEAD ) + { + pm->cmd.forwardmove = 0; + pm->cmd.rightmove = 0; + pm->cmd.upmove = 0; + } + + if( pm->ps->pm_type == PM_SPECTATOR ) + { + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + PM_CheckDuck( ); + PM_FlyMove( ); + PM_DropTimers( ); + return; + } + + if( pm->ps->pm_type == PM_NOCLIP ) + { + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + PM_NoclipMove( ); + PM_DropTimers( ); + return; + } + + if( pm->ps->pm_type == PM_FREEZE) + return; // no movement at all + + if( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION ) + return; // no movement at all + + // set watertype, and waterlevel + PM_SetWaterLevel( ); + pml.previous_waterlevel = pmove->waterlevel; + + // set mins, maxs, and viewheight + PM_CheckDuck( ); + + PM_CheckLadder( ); + + // set groundentity + PM_GroundTrace( ); + + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + + if( pm->ps->pm_type == PM_DEAD || pm->ps->pm_type == PM_GRABBED ) + PM_DeadMove( ); + + PM_DropTimers( ); + + if( pm->ps->pm_type == PM_JETPACK ) + PM_JetPackMove( ); + else if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) + PM_WaterJumpMove( ); + else if( pm->waterlevel > 1 ) + PM_WaterMove( ); + else if( pml.ladder ) + PM_LadderMove( ); + else if( pml.walking ) + { + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + PM_ClimbMove( ); //TA: walking on any surface + else + PM_WalkMove( ); // walking on ground + } + else + PM_AirMove( ); + + PM_Animate( ); + + // set groundentity, watertype, and waterlevel + PM_GroundTrace( ); + //TA: must update after every GroundTrace() - yet more clock cycles down the drain :( (14 vec rotations/frame) + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + + PM_SetWaterLevel( ); + + // weapons + PM_Weapon( ); + + // torso animation + PM_TorsoAnimation( ); + + // footstep events / legs animations + PM_Footsteps( ); + + // entering / leaving water splashes + PM_WaterEvents( ); + + // snap some parts of playerstate to save network bandwidth + trap_SnapVector( pm->ps->velocity ); +} + + +/* +================ +Pmove + +Can be called by either the server or the client +================ +*/ +void Pmove( pmove_t *pmove ) +{ + int finalTime; + + finalTime = pmove->cmd.serverTime; + + if( finalTime < pmove->ps->commandTime ) + return; // should not happen + + if( finalTime > pmove->ps->commandTime + 1000 ) + pmove->ps->commandTime = finalTime - 1000; + + pmove->ps->pmove_framecount = ( pmove->ps->pmove_framecount + 1 ) & ( ( 1 << PS_PMOVEFRAMECOUNTBITS ) - 1 ); + + // chop the move up if it is too long, to prevent framerate + // dependent behavior + while( pmove->ps->commandTime != finalTime ) + { + int msec; + + msec = finalTime - pmove->ps->commandTime; + + if( pmove->pmove_fixed ) + { + if( msec > pmove->pmove_msec ) + msec = pmove->pmove_msec; + } + else + { + if( msec > 66 ) + msec = 66; + } + + + pmove->cmd.serverTime = pmove->ps->commandTime + msec; + PmoveSingle( pmove ); + + if( pmove->ps->pm_flags & PMF_JUMP_HELD ) + pmove->cmd.upmove = 20; + } +} |