diff options
author | Tim Angus <tim@ngus.net> | 2003-09-02 04:19:44 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2003-09-02 04:19:44 +0000 |
commit | 35e6793287a0881333f6018ac2046fc4cd7177d1 (patch) | |
tree | 13912cbbb305f09f334ce75356731da717f079eb | |
parent | c3f60ca5b8c6a76bc32559c3cbd4f4acaf413535 (diff) |
* Ladders. Use "surfaceParm ladder" in ladder shaders
-rw-r--r-- | src/game/bg_local.h | 1 | ||||
-rw-r--r-- | src/game/bg_misc.c | 5 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 97 | ||||
-rw-r--r-- | src/game/bg_public.h | 1 | ||||
-rw-r--r-- | src/game/surfaceflags.h | 88 |
5 files changed, 135 insertions, 57 deletions
diff --git a/src/game/bg_local.h b/src/game/bg_local.h index 8a6d99b3..778bebba 100644 --- a/src/game/bg_local.h +++ b/src/game/bg_local.h @@ -39,6 +39,7 @@ typedef struct qboolean walking; qboolean groundPlane; + qboolean ladder; trace_t groundTrace; float impactSpeed; diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 7676c2cf..73d56c12 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -1538,7 +1538,7 @@ classAttributes_t bg_classList[ ] = BMOFO_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_ALIENSENSE|SCA_NOFOOTSTEPS, //int abilities; - WP_CHARGE, //weapon_t startWeapon + WP_CHARGE, //weapon_t startWeapon 0.0f, //float buildDist; 90, //int fov; 0.001f, //float bob; @@ -1569,7 +1569,8 @@ classAttributes_t bg_classList[ ] = 100, //int health; 1.0f, //float fallDamage; 0, //int regenRate; - SCA_TAKESFALLDAMAGE|SCA_CANJUMP, //int abilities; + SCA_TAKESFALLDAMAGE|SCA_CANJUMP| + SCA_CANUSELADDERS, //int abilities; WP_NONE, //special-cased in g_client.c //weapon_t startWeapon 110.0f, //float buildDist; 90, //int fov; diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index df2f7c7e..74ab3be2 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -246,7 +246,7 @@ static void PM_Friction( void ) // apply ground friction if( pm->waterlevel <= 1 ) { - if( pml.walking && !( pml.groundTrace.surfaceFlags & SURF_SLICK ) ) + if( ( pml.walking || pml.ladder ) && !( pml.groundTrace.surfaceFlags & SURF_SLICK ) ) { // if getting knocked back, no friction if( !( pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) ) @@ -916,16 +916,6 @@ static void PM_AirMove( void ) PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); -#if 0 - //ZOID: If we are on the grapple, try stair-stepping - //this allows a player to use the grapple to pull himself - //over a ledge - if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) - PM_StepSlideMove ( qtrue ); - else - PM_SlideMove ( qtrue ); -#endif - PM_StepSlideMove( qtrue, qfalse ); } @@ -1202,6 +1192,86 @@ static void PM_WalkMove( void ) /* +=================== +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; + + 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 ============== @@ -3040,8 +3110,11 @@ void PmoveSingle (pmove_t *pmove) // set mins, maxs, and viewheight PM_CheckDuck( ); + PM_CheckLadder( ); + // set groundentity PM_GroundTrace( ); + // update the viewangles PM_UpdateViewAngles( pm->ps, &pm->cmd ); @@ -3062,6 +3135,8 @@ void PmoveSingle (pmove_t *pmove) 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 ) && diff --git a/src/game/bg_public.h b/src/game/bg_public.h index 48fd2157..748c5ba1 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -218,6 +218,7 @@ typedef enum #define SCA_FOVWARPS 0x00000020 #define SCA_ALIENSENSE 0x00000040 #define SCA_NOFOOTSTEPS 0x00000080 +#define SCA_CANUSELADDERS 0x00000100 #define SS_WALLCLIMBING 0x00000001 #define SS_WALLCLIMBINGCEILING 0x00000002 diff --git a/src/game/surfaceflags.h b/src/game/surfaceflags.h index 455a1054..2a31631e 100644 --- a/src/game/surfaceflags.h +++ b/src/game/surfaceflags.h @@ -20,55 +20,55 @@ // these definitions also need to be in q_shared.h! -#define CONTENTS_SOLID 1 // an eye is never valid in a solid -#define CONTENTS_LAVA 8 -#define CONTENTS_SLIME 16 -#define CONTENTS_WATER 32 -#define CONTENTS_FOG 64 +#define CONTENTS_SOLID 1 // an eye is never valid in a solid +#define CONTENTS_LAVA 8 +#define CONTENTS_SLIME 16 +#define CONTENTS_WATER 32 +#define CONTENTS_FOG 64 -#define CONTENTS_NOTTEAM1 0x0080 -#define CONTENTS_NOTTEAM2 0x0100 -#define CONTENTS_NOBOTCLIP 0x0200 +#define CONTENTS_NOTTEAM1 0x0080 +#define CONTENTS_NOTTEAM2 0x0100 +#define CONTENTS_NOBOTCLIP 0x0200 -#define CONTENTS_AREAPORTAL 0x8000 +#define CONTENTS_AREAPORTAL 0x8000 -#define CONTENTS_PLAYERCLIP 0x10000 -#define CONTENTS_MONSTERCLIP 0x20000 +#define CONTENTS_PLAYERCLIP 0x10000 +#define CONTENTS_MONSTERCLIP 0x20000 //bot specific contents types -#define CONTENTS_TELEPORTER 0x40000 -#define CONTENTS_JUMPPAD 0x80000 -#define CONTENTS_CLUSTERPORTAL 0x100000 -#define CONTENTS_DONOTENTER 0x200000 -#define CONTENTS_BOTCLIP 0x400000 -#define CONTENTS_MOVER 0x800000 +#define CONTENTS_TELEPORTER 0x40000 +#define CONTENTS_JUMPPAD 0x80000 +#define CONTENTS_CLUSTERPORTAL 0x100000 +#define CONTENTS_DONOTENTER 0x200000 +#define CONTENTS_BOTCLIP 0x400000 +#define CONTENTS_MOVER 0x800000 -#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity +#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity -#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game -#define CONTENTS_CORPSE 0x4000000 -#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp -#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp -#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside -#define CONTENTS_TRIGGER 0x40000000 -#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava) +#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game +#define CONTENTS_CORPSE 0x4000000 +#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp +#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp +#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside +#define CONTENTS_TRIGGER 0x40000000 +#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava) -#define SURF_NODAMAGE 0x1 // never give falling damage -#define SURF_SLICK 0x2 // effects game physics -#define SURF_SKY 0x4 // lighting from environment map -#define SURF_LADDER 0x8 -#define SURF_NOIMPACT 0x10 // don't make missile explosions -#define SURF_NOMARKS 0x20 // don't leave missile marks -#define SURF_FLESH 0x40 // make flesh sounds and effects -#define SURF_NODRAW 0x80 // don't generate a drawsurface at all -#define SURF_HINT 0x100 // make a primary bsp splitter -#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes -#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap -#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes -#define SURF_METALSTEPS 0x1000 // clanking footsteps -#define SURF_NOSTEPS 0x2000 // no footstep sounds -#define SURF_NONSOLID 0x4000 // don't collide against curves with this set -#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light -#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map -#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies) -#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface +#define SURF_NODAMAGE 0x1 // never give falling damage +#define SURF_SLICK 0x2 // effects game physics +#define SURF_SKY 0x4 // lighting from environment map +#define SURF_LADDER 0x8 +#define SURF_NOIMPACT 0x10 // don't make missile explosions +#define SURF_NOMARKS 0x20 // don't leave missile marks +#define SURF_FLESH 0x40 // make flesh sounds and effects +#define SURF_NODRAW 0x80 // don't generate a drawsurface at all +#define SURF_HINT 0x100 // make a primary bsp splitter +#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes +#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap +#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes +#define SURF_METALSTEPS 0x1000 // clanking footsteps +#define SURF_NOSTEPS 0x2000 // no footstep sounds +#define SURF_NONSOLID 0x4000 // don't collide against curves with this set +#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light +#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map +#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies) +#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface |