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-rw-r--r--src/game/bg_local.h1
-rw-r--r--src/game/bg_misc.c5
-rw-r--r--src/game/bg_pmove.c97
-rw-r--r--src/game/bg_public.h1
-rw-r--r--src/game/surfaceflags.h88
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