diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
commit | 5d27565dc8162000b75e41bf315f18b3e8015ac7 (patch) | |
tree | 5a30f46118e6baa4703045a9c2d3f02f144fcd8b /src/game/bg_pmove.c | |
parent | 25e294467350aef8726c235cc908aba5aa4d091f (diff) |
1.27 import
Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r-- | src/game/bg_pmove.c | 2818 |
1 files changed, 2818 insertions, 0 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c new file mode 100644 index 00000000..e7be5798 --- /dev/null +++ b/src/game/bg_pmove.c @@ -0,0 +1,2818 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// bg_pmove.c -- both games player movement code +// takes a playerstate and a usercmd as input and returns a modifed playerstate + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "bg_local.h" + +pmove_t *pm; +pml_t pml; + +//TA: wall climbing struct for EVERY client. Not c/s communicated so +// size isn't that important +wcl_t wcl[ MAX_CLIENTS ]; + +// 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 = 8.0f; + +float pm_friction = 6.0f; +float pm_waterfriction = 1.0f; +float pm_flightfriction = 3.0f; +float pm_spectatorfriction = 5.0f; + +int c_pmove = 0; + +/* +================ +PM_AddSmoothOp + +Add a smoothing operation to the smoothing queue +================ +*/ +static void PM_AddSmoothOp( vec3_t rotAxis, float rotAngle ) +{ + int i; + + //hack to prevent multiple identical rotations being added to the queue + //this happens often because groundtrace is called twice a frame + for( i = 0; i < MAXSMOOTHS; i++ ) + { + if( wcl[ pm->ps->clientNum ].sList[ i ].time >= pm->cmd.serverTime-100 ) + return; + + /*if( VectorCompare( sList[ i ].rotAxis, rotAxis ) ) + return;*/ + + } + + //iterate through smoothing array + for( i = 0; i < MAXSMOOTHS; i++ ) + { + //if a smooth has been performed it can be overwritten + if( wcl[ pm->ps->clientNum ].sList[ i ].time + SMOOTHTIME < pm->cmd.serverTime ) + { + //copy the new smooth into the array and stop + VectorCopy( rotAxis, wcl[ pm->ps->clientNum ].sList[ i ].rotAxis ); + wcl[ pm->ps->clientNum ].sList[ i ].rotAngle = rotAngle; + wcl[ pm->ps->clientNum ].sList[ i ].time = pm->cmd.serverTime; + return; + } + } + + //there are no free smooth slots +} + + +/* +================ +PM_PerformSmoothOps + +Perform all the smoothing operations in the smoothing queue +================ +*/ +static qboolean PM_PerformSmoothOps( vec3_t in[3], vec3_t out[3] ) +{ + int i; + float stLocal, sFraction; + vec3_t localIn[3], localOut[3]; + qboolean performed = qfalse; + + AxisCopy( in, localIn ); + + //iterate through smoothing array + for( i = 0; i < MAXSMOOTHS; i++ ) + { + //perform smooth + if( ( pm->cmd.serverTime < wcl[ pm->ps->clientNum ].sList[ i ].time + SMOOTHTIME ) && + ( VectorLength( wcl[ pm->ps->clientNum ].sList[ i ].rotAxis ) != 0 ) ) + { + //the rotAxis /should/ never be of zero length but q3 *will* crash if it is... + //better to be safe than sorry :) + + stLocal = 1.0 - ( ( ( wcl[ pm->ps->clientNum ].sList[ i ].time + SMOOTHTIME ) - pm->cmd.serverTime ) / SMOOTHTIME ); + + //some ppl might prefer this smoothing function: + //sFraction = -( 1.0 - sin( stLocal * M_PI / 2 ) ); + sFraction = -( cos( stLocal * M_PI ) + 1 ) / 2; + + RotatePointAroundVector( localOut[0], wcl[ pm->ps->clientNum ].sList[ i ].rotAxis, localIn[0], sFraction * wcl[ pm->ps->clientNum ].sList[ i ].rotAngle ); + RotatePointAroundVector( localOut[1], wcl[ pm->ps->clientNum ].sList[ i ].rotAxis, localIn[1], sFraction * wcl[ pm->ps->clientNum ].sList[ i ].rotAngle ); + RotatePointAroundVector( localOut[2], wcl[ pm->ps->clientNum ].sList[ i ].rotAxis, localIn[2], sFraction * wcl[ pm->ps->clientNum ].sList[ i ].rotAngle ); + + AxisCopy( localOut, localIn ); + performed = qtrue; + } + } + + AxisCopy( localOut, out ); + + return performed; +} + + +/* +=============== +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; +} +static void PM_StartLegsAnim( int anim ) { + if ( pm->ps->pm_type >= PM_DEAD ) { + return; + } + if ( pm->ps->legsTimer > 0 ) { + return; // a high priority animation is running + } + pm->ps->legsAnim = ( ( pm->ps->legsAnim & ( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) ^ ANIM_TOGGLEBIT ) + | anim; +} + +static void PM_ContinueLegsAnim( int anim ) { + if ( ( pm->ps->legsAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) == anim ) { + return; + } + if ( pm->ps->legsTimer > 0 ) { + return; // a high priority animation is running + } + PM_StartLegsAnim( anim ); +} + +static void PM_ContinueTorsoAnim( int anim ) { + if ( ( pm->ps->torsoAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) == anim ) { + return; + } + if ( pm->ps->torsoTimer > 0 ) { + return; // a high priority animation is running + } + PM_StartTorsoAnim( anim ); +} + +static void PM_ForceLegsAnim( int anim ) { + pm->ps->legsTimer = 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); + + if ( backoff < 0 ) { + backoff *= overbounce; + } else { + backoff /= overbounce; + } + + for ( i=0 ; i<3 ; i++ ) { + change = normal[i]*backoff; + out[i] = in[i] - change; + } +} + + +/* +================== +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.groundTrace.surfaceFlags & SURF_SLICK) ) { + // if getting knocked back, no friction + if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) { + control = speed < pm_stopspeed ? pm_stopspeed : speed; + drop += control*pm_friction*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_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 = 1.0; + static int time; + int dTime; + int aForward, aRight; + + dTime = pm->cmd.serverTime - time; + time = pm->cmd.serverTime; + + if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( !( pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST ) ) + { + //if not sprinting + modifier *= 0.8; + } + else + { + //subtract stamina + pm->ps->stats[ STAT_STAMINA ] -= (dTime/4); + } + + aForward = abs( cmd->forwardmove ); + aRight = abs( cmd->rightmove ); + + if( ( aForward <= 64 && aForward > 5 ) && ( aRight <= 64 && aRight > 5 ) ) + { + //restore stamina + pm->ps->stats[ STAT_STAMINA ] += (dTime/5); + } + else if( aForward <= 5 && aRight <= 5 ) + { + //restore stamina faster + pm->ps->stats[ STAT_STAMINA ] += (dTime/4); + } + + if( cmd->forwardmove < 0 ) + { + //can't run backwards + modifier *= 0.5; + } + else if( cmd->rightmove ) + { + //can't move that fast sideways + modifier *= 0.75; + } + + //cap stamina + if( pm->ps->stats[ STAT_STAMINA ] > 1000 ) + pm->ps->stats[ STAT_STAMINA ] = 1000; + if( pm->ps->stats[ STAT_STAMINA ] < -1000 ) + pm->ps->stats[ STAT_STAMINA ] = -1000; + + //if not trying to run then not trying to sprint + if( abs( cmd->forwardmove ) <= 64 ) + pm->ps->stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; + + //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_ABILITIES ] & SCA_CANJUMP ) ) + 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; + } + + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + { + total = sqrt( cmd->forwardmove * cmd->forwardmove + cmd->rightmove * cmd->rightmove ); + } + else + { + 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_CheckJump +============= +*/ +static qboolean PM_CheckJump( void ) { + if( !( pm->ps->stats[ STAT_ABILITIES ] & SCA_CANJUMP ) ) 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; + } + + // 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; + pm->ps->velocity[2] = JUMP_VELOCITY; + PM_AddEvent( EV_JUMP ); + + if ( pm->cmd.forwardmove >= 0 ) { + PM_ForceLegsAnim( LEGS_JUMP ); + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } else { + PM_ForceLegsAnim( LEGS_JUMPB ); + 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 ); + + 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_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 ); +} + + +/* +=================== +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, pm_airaccelerate); + + // 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 ); + } + +#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 ); +} + +/* +=================== +PM_GrappleMove + +=================== +*/ +static void PM_GrappleMove( void ) { + vec3_t vel, v; + float vlen; + + VectorScale(pml.forward, -16, v); + VectorAdd(pm->ps->grapplePoint, v, v); + VectorSubtract(v, pm->ps->origin, vel); + vlen = VectorLength(vel); + VectorNormalize( vel ); + + if (vlen <= 100) + VectorScale(vel, 10 * vlen, vel); + else + VectorScale(vel, 800, vel); + + VectorCopy(vel, pm->ps->velocity); + + pml.groundPlane = 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 () ) { + // 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 = pm_airaccelerate; + } else { + accelerate = pm_accelerate; + } + + 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; + } + + 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 ); + + //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); + +} + + +/* +=================== +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; + float vel; + + if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) { + // begin swimming + PM_WaterMove(); + return; + } + + + if ( PM_CheckJump () ) { + // 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 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 = pm_airaccelerate; + } else { + accelerate = pm_accelerate; + } + + 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; + } + + 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]) { + return; + } + + PM_StepSlideMove( qfalse ); + + //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); + +} + + +/* +============== +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 ) { + PM_ForceLegsAnim( LEGS_LANDB ); + } else { + PM_ForceLegsAnim( LEGS_LAND ); + } + + pm->ps->legsTimer = 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) ) { + if ( delta > 60 ) { + PM_AddEvent( EV_FALL_FAR ); + } else if ( delta > 40 ) { + // 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; + + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + if ( trace.fraction == 1.0 ) { + if ( pm->cmd.forwardmove >= 0 ) { + PM_ForceLegsAnim( LEGS_JUMP ); + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } else { + PM_ForceLegsAnim( LEGS_JUMPB ); + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + } + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; +} + + +/* +============= +PM_GroundClimbTrace +============= +*/ +static void PM_GroundClimbTrace( void ) +{ + vec3_t surfNormal, movedir, forward, right, point, srotAxis; + vec3_t refNormal = { 0, 0, 1 }; + vec3_t ceilingNormal = { 0, 0, -1 }; + float toAngles[3], surfAngles[3], srotAngle; + trace_t trace; + int i; + qboolean smoothed = qtrue; + + //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_GPISROTVEC ) + VectorCopy( ceilingNormal, surfNormal ); + else + VectorCopy( pm->ps->grapplePoint, surfNormal ); + + //construct a vector which reflects the direction the player is looking wrt the surface normal + AngleVectors( wcl[ pm->ps->clientNum ].nonSvangles, forward, NULL, NULL ); + CrossProduct( forward, surfNormal, right ); + VectorNormalize( right ); + CrossProduct( surfNormal, right, movedir ); + VectorNormalize( movedir ); + + //rotate this direction vector based upon what direction the player is /trying/ to move to + /*if( pm->cmd.forwardmove || pm->cmd.rightmove ) + { + if( ( pm->cmd.rightmove < 0 ) && ( pm->cmd.forwardmove > 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 45 ); + else if( ( pm->cmd.rightmove < 0 ) && ( pm->cmd.forwardmove == 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 90 ); + else if( ( pm->cmd.rightmove < 0 ) && ( pm->cmd.forwardmove < 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 135 ); + else if( ( pm->cmd.rightmove == 0 ) && ( pm->cmd.forwardmove < 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 180 ); + else if( ( pm->cmd.rightmove > 0 ) && ( pm->cmd.forwardmove < 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, -135 ); + else if( ( pm->cmd.rightmove > 0 ) && ( pm->cmd.forwardmove == 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, -90 ); + else if( ( pm->cmd.rightmove > 0 ) && ( pm->cmd.forwardmove > 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, -45 ); + }*/ + + //TA: 3am, code make no sense, but code work... leave it be... + if( pm->cmd.forwardmove < 0 ) + VectorInverse( movedir ); + //RotatePointAroundVector( movedir, surfNormal, movedir, 180 ); + + for(i = 0; i <= 3; i++) + { + + switch ( i ) + { + case 0: + //trace into direction we are moving + VectorMA( pm->ps->origin, 0.25, 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, -0.25, surfNormal, point ); + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + break; + + case 2: + //trace "underneath" BBOX so we can traverse angles > 180deg + //TA: I can't believe this actually works :0 - its gotta be messing with something + // I would like a better way if one exists... + if( pml.groundPlane != qfalse ) + { + VectorMA( pm->ps->origin, -16, surfNormal, point ); + VectorMA( point, -16, movedir, point ); + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + } + break; + + case 3: + //fall back so we don't have to modify PM_GroundTrace too much + VectorCopy( pm->ps->origin, point ); + point[2] = pm->ps->origin[2] - 0.25; + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + break; + } + + //experimental: slow down speed around transitions + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLTRANSIDING; + + //if we hit something + if( trace.fraction < 1.0 && !( trace.surfaceFlags & ( SURF_SKY | SURF_NOIMPACT ) ) && !( trace.entityNum != 1022 && i != 3 ) ) + { + if( i == 2 ) + VectorCopy( trace.endpos, pm->ps->origin ); + + //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 ) ) + { + //experimental: slow down speed around transitions + pm->ps->stats[ STAT_STATE ] |= SS_WALLTRANSIDING; + + //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 ) ) + { + vectoangles( trace.plane.normal, toAngles ); + vectoangles( surfNormal, surfAngles ); + + pm->ps->delta_angles[1] -= ANGLE2SHORT( surfAngles[1] - toAngles[1] ); + } + + //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_GPISROTVEC; + } + + //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 ); + } + + //TA: smooth transitions + CrossProduct( surfNormal, trace.plane.normal, srotAxis ); + VectorNormalize( srotAxis ); + srotAngle = abs( RAD2DEG( arccos( DotProduct( surfNormal, trace.plane.normal ) ) ) ); + + PM_AddSmoothOp( srotAxis, srotAngle ); + smoothed = qfalse; + } + + pml.groundTrace = trace; + + //so everything knows where we're wallclimbing + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + pm->ps->legsAnim |= ANIM_WALLCLIMBING; + + //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_GPISROTVEC; + } + + //so that surf -> empty space is smoothed + wcl[ pm->ps->clientNum ].justFallen = qtrue; + VectorCopy( pm->ps->grapplePoint, wcl[ pm->ps->clientNum ].lastNormal ); + + //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... + //TA: fuck knows what this does with all my new stuff :( + if ( !PM_CorrectAllSolid(&trace) ) + return; + } + } + + if ( trace.fraction >= 1.0 ) + { + // if the trace didn't hit anything, we are in free fall + //Com_Printf("trace missed\n"); + PM_GroundTraceMissed(); + pml.groundPlane = qfalse; + pml.walking = qfalse; + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + pm->ps->legsAnim &= ~ANIM_WALLCLIMBING; + + if( wcl[ pm->ps->clientNum ].justFallen && !smoothed ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + //FIXME: need some delta-correction here + //pm->ps->delta_angles[1] -= ANGLE2SHORT( ( ( nonSvangles[1] - pm->ps->grapplePoint[1] ) * 2) ); + AngleVectors( pm->ps->viewangles, NULL, srotAxis, NULL ); + + srotAngle = 180; + } + else + { + CrossProduct( wcl[ pm->ps->clientNum ].lastNormal, refNormal, srotAxis ); + VectorNormalize( srotAxis ); + srotAngle = abs( RAD2DEG( arccos( DotProduct( refNormal, wcl[ pm->ps->clientNum ].lastNormal ) ) ) ); + } + + PM_AddSmoothOp( srotAxis, srotAngle ); + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_GPISROTVEC; + + //we get very bizarre effects if we don't do this :0 + VectorCopy( refNormal, pm->ps->grapplePoint ); + wcl[ pm->ps->clientNum ].justFallen = 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; + } + + 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, forward, srotAxis; + vec3_t refNormal = { 0, 0, 1 }; + vec3_t ceilingNormal = { 0, 0, -1 }; + trace_t trace; + float srotAngle; + + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && ( pm->cmd.upmove < 0 ) ) + { + PM_GroundClimbTrace( ); + return; + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + pm->ps->legsAnim &= ~ANIM_WALLCLIMBING; + + //make sure that the surfNormal is reset to the ground + VectorCopy( refNormal, pm->ps->grapplePoint ); + + 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; + + // do something corrective if the trace starts in a solid... + if ( trace.allsolid ) { + if ( !PM_CorrectAllSolid(&trace) ) + return; + } + + if( wcl[ pm->ps->clientNum ].justFallen ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + //FIXME: need some delta-correction here + //pm->ps->delta_angles[1] -= ANGLE2SHORT( ( ( nonSvangles[1] - pm->ps->grapplePoint[1] ) * 2) ); + AngleVectors( wcl[ pm->ps->clientNum ].nonSvangles, NULL, srotAxis, NULL ); + + srotAngle = 180; + } + else + { + CrossProduct( wcl[ pm->ps->clientNum ].lastNormal, refNormal, srotAxis ); + VectorNormalize( srotAxis ); + + srotAngle = abs( RAD2DEG( arccos( DotProduct( refNormal, wcl[ pm->ps->clientNum ].lastNormal ) ) ) ); + } + + PM_AddSmoothOp( srotAxis, srotAngle ); + } + + //things have already been smoothed.. + wcl[ pm->ps->clientNum ].justFallen = qfalse; + + // if the trace didn't hit anything, we are in free fall + if ( trace.fraction == 1.0 ) { + PM_GroundTraceMissed(); + pml.groundPlane = qfalse; + pml.walking = qfalse; + + pm->ps->stats[ STAT_STATE ] &= ~SS_GPISROTVEC; + + //we get very bizarre effects if we don't do this :0 + VectorCopy( refNormal, pm->ps->grapplePoint ); + + return; + } + + // check if getting thrown off the ground + if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) { + if ( pm->debugLevel ) { + Com_Printf("%i:kickoff\n", c_pmove); + } + // go into jump animation + if ( pm->cmd.forwardmove >= 0 ) { + PM_ForceLegsAnim( LEGS_JUMP ); + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } else { + PM_ForceLegsAnim( LEGS_JUMPB ); + 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( pm->ps->stats[ STAT_ABILITIES ] & 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; + + switch( pm->ps->stats[ STAT_PCLASS ] ) + { + case PCL_D_BUILDER: + VectorSet( PCmins, -15, -15, -20 ); + VectorSet( PCmaxs, 15, 15, 20 ); + VectorSet( PCcmaxs, 15, 15, 20 ); + PCvh = 12; + PCcvh = 12; + break; + + case PCL_D_BASE: + VectorSet( PCmins, -15, -15, -15 ); + VectorSet( PCmaxs, 15, 15, 15 ); + VectorSet( PCcmaxs, 15, 15, 15 ); + PCvh = 4; + PCcvh = 4; + break; + + case PCL_H_BASE: + VectorSet( PCmins, -15, -15, -24 ); + VectorSet( PCmaxs, 15, 15, 32 ); + VectorSet( PCcmaxs, 15, 15, 16 ); + PCvh = 26; + PCcvh = 12; + break; + + default: + VectorSet( PCmins, -15, -15, MINS_Z ); + VectorSet( PCmaxs, 15, 15, 32 ); + VectorSet( PCcmaxs, 15, 15, 16 ); + PCvh = DEFAULT_VIEWHEIGHT; + PCcvh = CROUCH_VIEWHEIGHT; + } + + //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 ) ) + { // 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( ( pm->ps->stats[STAT_ABILITIES] & SCA_WALLCLIMBER ) && ( pml.groundPlane ) ) + { + pm->xyspeed = DotProduct(pm->ps->velocity, pml.groundTrace.plane.normal); + } + 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 ) { + PM_ContinueLegsAnim( LEGS_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 ) { + PM_ContinueLegsAnim( LEGS_IDLECR ); + } else { + PM_ContinueLegsAnim( LEGS_IDLE ); + } + } + 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 ) { + PM_ContinueLegsAnim( LEGS_BACKCR ); + } + else { + PM_ContinueLegsAnim( LEGS_WALKCR ); + } + // ducked characters never play footsteps + /* + } else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { + if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { + bobmove = 0.4; // faster speeds bob faster + footstep = qtrue; + } else { + bobmove = 0.3; + } + PM_ContinueLegsAnim( LEGS_BACK ); + */ + } else { + //TA: switch walking/running anims based on speed + //if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { + if ( pm->xyspeed > 160 ) { + bobmove = 0.4f; // faster speeds bob faster + if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { + PM_ContinueLegsAnim( LEGS_BACK ); + } + else { + PM_ContinueLegsAnim( LEGS_RUN ); + } + footstep = qtrue; + } else { + bobmove = 0.3f; // walking bobs slow + if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { + PM_ContinueLegsAnim( LEGS_BACKWALK ); + } + else { + PM_ContinueLegsAnim( LEGS_WALK ); + } + } + } + + // 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_gotWeapon( weapon, pm->ps->stats ) ) { + return; + } + + if ( pm->ps->weaponstate == WEAPON_DROPPING ) { + return; + } + + PM_AddEvent( EV_CHANGE_WEAPON ); + pm->ps->weaponstate = WEAPON_DROPPING; + pm->ps->weaponTime += 200; + PM_StartTorsoAnim( TORSO_DROP ); +} + + +/* +=============== +PM_FinishWeaponChange +=============== +*/ +static void PM_FinishWeaponChange( void ) { + int weapon; + + weapon = pm->cmd.weapon; + if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) { + weapon = WP_NONE; + } + + if ( !BG_gotWeapon( weapon, pm->ps->stats ) ) { + weapon = WP_NONE; + } + + pm->ps->weapon = weapon; + pm->ps->weaponstate = WEAPON_RAISING; + pm->ps->weaponTime += 250; + PM_StartTorsoAnim( TORSO_RAISE ); +} + + +/* +============== +PM_TorsoAnimation + +============== +*/ +static void PM_TorsoAnimation( void ) { + if ( pm->ps->weaponstate == WEAPON_READY ) { + if ( pm->ps->weapon == WP_GAUNTLET ) { + PM_ContinueTorsoAnim( TORSO_STAND2 ); + } else { + PM_ContinueTorsoAnim( TORSO_STAND ); + } + return; + } +} + + +/* +============== +PM_Weapon + +Generates weapon events and modifes the weapon counter +============== +*/ +static void PM_Weapon( void ) { + int addTime; + int ammo, clips, maxclips; + static int chainGunAddTime; + + // 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; + } + + // check for dead player + if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { + pm->ps->weapon = WP_NONE; + return; + } + + // check for item using + //TA: not using q3 holdable item code + /*if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) + { + if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) + { + if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT + && pm->ps->stats[STAT_HEALTH] >= pm->ps->stats[STAT_MAX_HEALTH] ) + { + // don't use medkit if at max health + } + else + { + pm->ps->pm_flags |= PMF_USE_ITEM_HELD; + PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag ); + pm->ps->stats[STAT_HOLDABLE_ITEM] = 0; + } + return; + } + } + else + { + pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; + }*/ + + + // make weapon function + 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_gotItem( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check + { + if( BG_activated( pm->cmd.weapon - 32, pm->ps->stats ) ) + { + BG_deactivateItem( pm->cmd.weapon - 32, pm->ps->stats ); + } + else + { + BG_activateItem( pm->cmd.weapon - 32, pm->ps->stats ); + } + } + } + pm->ps->pm_flags |= PMF_USE_ITEM_HELD; + } + } + else + pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; + } + + 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->weapon == WP_GAUNTLET ) { + PM_StartTorsoAnim( TORSO_STAND2 ); + } else { + PM_StartTorsoAnim( TORSO_STAND ); + } + return; + } + + if( pm->ps->weapon == WP_SCANNER ) + return; //doesn't actually do anything + + // check for fire + if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + chainGunAddTime = 120; + return; + } + + // start the animation even if out of ammo + if ( pm->ps->weapon == WP_GAUNTLET ) { + // the guantlet only "fires" when it actually hits something + if ( !pm->gauntletHit ) { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + PM_StartTorsoAnim( TORSO_ATTACK2 ); + } else { + PM_StartTorsoAnim( TORSO_ATTACK ); + } + + BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips ); + + // check for out of ammo + if ( !ammo && !clips && !BG_infiniteAmmo( pm->ps->weapon ) ) { + PM_AddEvent( EV_NOAMMO ); + pm->ps->weaponTime += 200; + return; + } + + //done reloading so give em some ammo + if( pm->ps->weaponstate == WEAPON_RELOADING ) + { + + switch( pm->ps->weapon ) + { + default: + case WP_MACHINEGUN: + clips--; + ammo = CS_MG; + break; + + } + + BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips ); + } + + // check for end of clip + if ( !ammo && clips ) + { + pm->ps->weaponstate = WEAPON_RELOADING; + + switch( pm->ps->weapon ) + { + default: + case WP_MACHINEGUN: + addTime = 2000; + break; + + } + + pm->ps->weaponTime += addTime; + return; + } + + pm->ps->weaponstate = WEAPON_FIRING; + + // take an ammo away if not infinite + if( !BG_infiniteAmmo( pm->ps->weapon ) ) + { + ammo--; + BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips ); + } + + // fire weapon + PM_AddEvent( EV_FIRE_WEAPON ); + + switch( pm->ps->weapon ) { + default: + case WP_GAUNTLET: + addTime = 400; + break; + case WP_LIGHTNING: + addTime = 50; + break; + case WP_SHOTGUN: + addTime = 1000; + break; + case WP_MACHINEGUN: + addTime = 100; + break; + case WP_CHAINGUN: + if( chainGunAddTime > 30 ) chainGunAddTime -= 2; + addTime = chainGunAddTime; + break; + case WP_GRENADE_LAUNCHER: + addTime = 800; + break; + case WP_ROCKET_LAUNCHER: + addTime = 800; + break; + case WP_FLAMER: + addTime = 80; + break; + case WP_RAILGUN: + addTime = 1500; + break; + case WP_BFG: + addTime = 200; + break; + case WP_GRAPPLING_HOOK: + addTime = 400; + break; + case WP_VENOM: + addTime = 200; + break; + case WP_ABUILD: + addTime = 1000; + break; + case WP_HBUILD: + addTime = 1000; + break; + case WP_SCANNER: + addTime = 1000; //abritutary since scaner doesn't "fire" + break; + } + + /*if ( pm->ps->powerups[PW_HASTE] ) { + addTime /= 1.3; + }*/ + + if( pm->ps->weapon == WP_CHAINGUN ) + { + if( pm->ps->pm_flags & PMF_DUCKED ) + { + 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->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_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 isntead of a full move +================ +*/ +void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { + short temp[3]; + int i; + vec3_t surfNormal, xNormal; + vec3_t axis[3], rotaxis[3], smoothaxis[3]; + vec3_t refNormal = { 0, 0, 1 }; + vec3_t ceilingNormal = { 0, 0, -1 }; + float rotAngle; + vec3_t tempang, tempang2; + + 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] ); + } + + /*Com_Printf( "%1.2f ", ps->grapplePoint[ 0 ] ); + Com_Printf( "%1.2f ", ps->grapplePoint[ 1 ] ); + Com_Printf( "%1.2f ", ps->grapplePoint[ 2 ] ); + Com_Printf( "\n" );*/ + + //convert viewangles -> axis + AnglesToAxis( tempang, axis ); + + //the grapplePoint being a surfNormal rotation Normal hack... see above :) + if( ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + VectorCopy( ceilingNormal, surfNormal ); + VectorCopy( ps->grapplePoint, xNormal ); + } + else + { + //cross the reference normal and the surface normal to get the rotation axis + VectorCopy( ps->grapplePoint, surfNormal ); + if( surfNormal[2] <= 0 ) + { + CrossProduct( refNormal, surfNormal, xNormal ); + } + else + { + CrossProduct( surfNormal, refNormal, xNormal ); + } + + VectorNormalize( xNormal ); + } + + //if we're a wall climber.. and we're climbing rotate the axis + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) && + ( VectorLength( xNormal ) != 0 ) ) + { + //if the normal pointing straight down then the rotAngle will always be 180deg + if( surfNormal[2] == -1 ) + rotAngle = 180; + /*else if( abs( RAD2DEG( arccos( DotProduct( ps->grapplePoint, surfNormal ) ) ) ) <= 90 ) + { + //WEIRD-BUG_WORKAROUND: + //for some reason surface normals on curves in a specfic quadrant are inverted.. dunno why + VectorInverse( surfNormal ); + rotAngle = -RAD2DEG( arccos( DotProduct( surfNormal, refNormal ) ) ); + }*/ + else + rotAngle = -RAD2DEG( arccos( DotProduct( surfNormal, refNormal ) ) ); + + //hmmm could get away with only one rotation and some clever stuff later... but i'm lazy + RotatePointAroundVector( rotaxis[0], xNormal, axis[0], rotAngle ); + RotatePointAroundVector( rotaxis[1], xNormal, axis[1], rotAngle ); + RotatePointAroundVector( rotaxis[2], xNormal, axis[2], rotAngle ); + //MAJOR FIXME: try to reduce the number of vector rotations.. they kill the QVM + } + else + { + //we can't wall climb/aren't wall climbing + rotAngle = 0; + AxisCopy( axis, rotaxis ); + } + + AxisToAngles( rotaxis, wcl[ pm->ps->clientNum ].nonSvangles ); + + //force angles to -180 <= x <= 180 + for( i = 0; i < 3; i++ ) + { + while( wcl[ pm->ps->clientNum ].nonSvangles[ i ] > 180 ) + wcl[ pm->ps->clientNum ].nonSvangles[ i ] -= 360; + + while( wcl[ pm->ps->clientNum ].nonSvangles[ i ] < 180 ) + wcl[ pm->ps->clientNum ].nonSvangles[ i ] += 360; + } + //AnglesSubtract( wcl[ pm->ps->clientNum ].nonSvangles, 0, wcl[ pm->ps->clientNum ].nonSvangles ); + + //smooth transitions + if( !PM_PerformSmoothOps( rotaxis, smoothaxis ) ) + AxisCopy( rotaxis, smoothaxis ); + + //convert the new axis back to angles + AxisToAngles( smoothaxis, tempang2 ); + + //force angles to -180 <= x <= 180 + //AnglesSubtract( tempang2, 0, tempang2 ); + for( i = 0; i < 3; i++ ) + { + while( tempang2[ i ] > 180 ) + tempang2[ i ] -= 360; + + while( tempang2[ i ] < 180 ) + tempang2[ i ] += 360; + } + + //actually set the viewangles + for (i=0 ; i<3 ; i++) { + ps->viewangles[i] = tempang2[i]; + } +} + + +/* +================ +PmoveSingle + +================ +*/ +void trap_SnapVector( float *v ); + +void PmoveSingle (pmove_t *pmove) +{ + int ammo, clips, maxclips; + pm = pmove; + + BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips ); + + // 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 ) ) { + pm->ps->eFlags |= EF_FIRING; + } else { + pm->ps->eFlags &= ~EF_FIRING; + } + + // 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_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 (); + + // set groundentity + PM_GroundTrace(); + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + + if ( pm->ps->pm_type == PM_DEAD ) { + PM_DeadMove (); + } + + PM_DropTimers(); + + /*if ( pm->ps->powerups[PW_FLIGHT] ) { + // flight powerup doesn't allow jump and has different friction + PM_FlyMove(); + } else*/ if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) { + PM_GrappleMove(); + // We can wiggle a bit + PM_AirMove(); + } else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) { + PM_WaterJumpMove(); + } else if ( pm->waterlevel > 1 ) { + // swimming + PM_WaterMove(); + } else if ( pml.walking ) { + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + PM_ClimbMove(); //TA: walking on any surface + else + PM_WalkMove(); // walking on ground + } else { + // airborne + 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; + } + } + +} |