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1.1 ! root 1: /* ! 2: Copyright (C) 1996-1997 Id Software, Inc. ! 3: ! 4: This program is free software; you can redistribute it and/or ! 5: modify it under the terms of the GNU General Public License ! 6: as published by the Free Software Foundation; either version 2 ! 7: of the License, or (at your option) any later version. ! 8: ! 9: This program is distributed in the hope that it will be useful, ! 10: but WITHOUT ANY WARRANTY; without even the implied warranty of ! 11: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. ! 12: ! 13: See the GNU General Public License for more details. ! 14: ! 15: You should have received a copy of the GNU General Public License ! 16: along with this program; if not, write to the Free Software ! 17: Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ! 18: ! 19: */ ! 20: ! 21: #include "quakedef.h" ! 22: ! 23: ! 24: movevars_t movevars; ! 25: ! 26: playermove_t pmove; ! 27: ! 28: int onground; ! 29: int waterlevel; ! 30: int watertype; ! 31: ! 32: float frametime; ! 33: ! 34: vec3_t forward, right, up; ! 35: ! 36: vec3_t player_mins = {-16, -16, -24}; ! 37: vec3_t player_maxs = {16, 16, 32}; ! 38: ! 39: // #define PM_GRAVITY 800 ! 40: // #define PM_STOPSPEED 100 ! 41: // #define PM_MAXSPEED 320 ! 42: // #define PM_SPECTATORMAXSPEED 500 ! 43: // #define PM_ACCELERATE 10 ! 44: // #define PM_AIRACCELERATE 0.7 ! 45: // #define PM_WATERACCELERATE 10 ! 46: // #define PM_FRICTION 6 ! 47: // #define PM_WATERFRICTION 1 ! 48: ! 49: void PM_InitBoxHull (void); ! 50: ! 51: void Pmove_Init (void) ! 52: { ! 53: PM_InitBoxHull (); ! 54: } ! 55: ! 56: #define STEPSIZE 18 ! 57: ! 58: ! 59: #define BUTTON_JUMP 2 ! 60: ! 61: ! 62: /* ! 63: ================== ! 64: PM_ClipVelocity ! 65: ! 66: Slide off of the impacting object ! 67: returns the blocked flags (1 = floor, 2 = step / wall) ! 68: ================== ! 69: */ ! 70: #define STOP_EPSILON 0.1 ! 71: ! 72: int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) ! 73: { ! 74: float backoff; ! 75: float change; ! 76: int i, blocked; ! 77: ! 78: blocked = 0; ! 79: if (normal[2] > 0) ! 80: blocked |= 1; // floor ! 81: if (!normal[2]) ! 82: blocked |= 2; // step ! 83: ! 84: backoff = DotProduct (in, normal) * overbounce; ! 85: ! 86: for (i=0 ; i<3 ; i++) ! 87: { ! 88: change = normal[i]*backoff; ! 89: out[i] = in[i] - change; ! 90: if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) ! 91: out[i] = 0; ! 92: } ! 93: ! 94: return blocked; ! 95: } ! 96: ! 97: ! 98: /* ! 99: ============ ! 100: PM_FlyMove ! 101: ! 102: The basic solid body movement clip that slides along multiple planes ! 103: ============ ! 104: */ ! 105: #define MAX_CLIP_PLANES 5 ! 106: ! 107: int PM_FlyMove (void) ! 108: { ! 109: int bumpcount, numbumps; ! 110: vec3_t dir; ! 111: float d; ! 112: int numplanes; ! 113: vec3_t planes[MAX_CLIP_PLANES]; ! 114: vec3_t primal_velocity, original_velocity; ! 115: int i, j; ! 116: pmtrace_t trace; ! 117: vec3_t end; ! 118: float time_left; ! 119: int blocked; ! 120: ! 121: numbumps = 4; ! 122: ! 123: blocked = 0; ! 124: VectorCopy (pmove.velocity, original_velocity); ! 125: VectorCopy (pmove.velocity, primal_velocity); ! 126: numplanes = 0; ! 127: ! 128: time_left = frametime; ! 129: ! 130: for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++) ! 131: { ! 132: for (i=0 ; i<3 ; i++) ! 133: end[i] = pmove.origin[i] + time_left * pmove.velocity[i]; ! 134: ! 135: trace = PM_PlayerMove (pmove.origin, end); ! 136: ! 137: if (trace.startsolid || trace.allsolid) ! 138: { // entity is trapped in another solid ! 139: VectorCopy (vec3_origin, pmove.velocity); ! 140: return 3; ! 141: } ! 142: ! 143: if (trace.fraction > 0) ! 144: { // actually covered some distance ! 145: VectorCopy (trace.endpos, pmove.origin); ! 146: numplanes = 0; ! 147: } ! 148: ! 149: if (trace.fraction == 1) ! 150: break; // moved the entire distance ! 151: ! 152: // save entity for contact ! 153: pmove.touchindex[pmove.numtouch] = trace.ent; ! 154: pmove.numtouch++; ! 155: ! 156: if (trace.plane.normal[2] > 0.7) ! 157: { ! 158: blocked |= 1; // floor ! 159: } ! 160: if (!trace.plane.normal[2]) ! 161: { ! 162: blocked |= 2; // step ! 163: } ! 164: ! 165: time_left -= time_left * trace.fraction; ! 166: ! 167: // cliped to another plane ! 168: if (numplanes >= MAX_CLIP_PLANES) ! 169: { // this shouldn't really happen ! 170: VectorCopy (vec3_origin, pmove.velocity); ! 171: break; ! 172: } ! 173: ! 174: VectorCopy (trace.plane.normal, planes[numplanes]); ! 175: numplanes++; ! 176: ! 177: // ! 178: // modify original_velocity so it parallels all of the clip planes ! 179: // ! 180: for (i=0 ; i<numplanes ; i++) ! 181: { ! 182: PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1); ! 183: for (j=0 ; j<numplanes ; j++) ! 184: if (j != i) ! 185: { ! 186: if (DotProduct (pmove.velocity, planes[j]) < 0) ! 187: break; // not ok ! 188: } ! 189: if (j == numplanes) ! 190: break; ! 191: } ! 192: ! 193: if (i != numplanes) ! 194: { // go along this plane ! 195: } ! 196: else ! 197: { // go along the crease ! 198: if (numplanes != 2) ! 199: { ! 200: // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); ! 201: VectorCopy (vec3_origin, pmove.velocity); ! 202: break; ! 203: } ! 204: CrossProduct (planes[0], planes[1], dir); ! 205: d = DotProduct (dir, pmove.velocity); ! 206: VectorScale (dir, d, pmove.velocity); ! 207: } ! 208: ! 209: // ! 210: // if original velocity is against the original velocity, stop dead ! 211: // to avoid tiny occilations in sloping corners ! 212: // ! 213: if (DotProduct (pmove.velocity, primal_velocity) <= 0) ! 214: { ! 215: VectorCopy (vec3_origin, pmove.velocity); ! 216: break; ! 217: } ! 218: } ! 219: ! 220: if (pmove.waterjumptime) ! 221: { ! 222: VectorCopy (primal_velocity, pmove.velocity); ! 223: } ! 224: return blocked; ! 225: } ! 226: ! 227: /* ! 228: ============= ! 229: PM_GroundMove ! 230: ! 231: Player is on ground, with no upwards velocity ! 232: ============= ! 233: */ ! 234: void PM_GroundMove (void) ! 235: { ! 236: vec3_t start, dest; ! 237: pmtrace_t trace; ! 238: vec3_t original, originalvel, down, up, downvel; ! 239: float downdist, updist; ! 240: ! 241: pmove.velocity[2] = 0; ! 242: if (!pmove.velocity[0] && !pmove.velocity[1] && !pmove.velocity[2]) ! 243: return; ! 244: ! 245: // first try just moving to the destination ! 246: dest[0] = pmove.origin[0] + pmove.velocity[0]*frametime; ! 247: dest[1] = pmove.origin[1] + pmove.velocity[1]*frametime; ! 248: dest[2] = pmove.origin[2]; ! 249: ! 250: // first try moving directly to the next spot ! 251: VectorCopy (dest, start); ! 252: trace = PM_PlayerMove (pmove.origin, dest); ! 253: if (trace.fraction == 1) ! 254: { ! 255: VectorCopy (trace.endpos, pmove.origin); ! 256: return; ! 257: } ! 258: ! 259: // try sliding forward both on ground and up 16 pixels ! 260: // take the move that goes farthest ! 261: VectorCopy (pmove.origin, original); ! 262: VectorCopy (pmove.velocity, originalvel); ! 263: ! 264: // slide move ! 265: PM_FlyMove (); ! 266: ! 267: VectorCopy (pmove.origin, down); ! 268: VectorCopy (pmove.velocity, downvel); ! 269: ! 270: VectorCopy (original, pmove.origin); ! 271: VectorCopy (originalvel, pmove.velocity); ! 272: ! 273: // move up a stair height ! 274: VectorCopy (pmove.origin, dest); ! 275: dest[2] += STEPSIZE; ! 276: trace = PM_PlayerMove (pmove.origin, dest); ! 277: if (!trace.startsolid && !trace.allsolid) ! 278: { ! 279: VectorCopy (trace.endpos, pmove.origin); ! 280: } ! 281: ! 282: // slide move ! 283: PM_FlyMove (); ! 284: ! 285: // press down the stepheight ! 286: VectorCopy (pmove.origin, dest); ! 287: dest[2] -= STEPSIZE; ! 288: trace = PM_PlayerMove (pmove.origin, dest); ! 289: if ( trace.plane.normal[2] < 0.7) ! 290: goto usedown; ! 291: if (!trace.startsolid && !trace.allsolid) ! 292: { ! 293: VectorCopy (trace.endpos, pmove.origin); ! 294: } ! 295: VectorCopy (pmove.origin, up); ! 296: ! 297: // decide which one went farther ! 298: downdist = (down[0] - original[0])*(down[0] - original[0]) ! 299: + (down[1] - original[1])*(down[1] - original[1]); ! 300: updist = (up[0] - original[0])*(up[0] - original[0]) ! 301: + (up[1] - original[1])*(up[1] - original[1]); ! 302: ! 303: if (downdist > updist) ! 304: { ! 305: usedown: ! 306: VectorCopy (down, pmove.origin); ! 307: VectorCopy (downvel, pmove.velocity); ! 308: } else // copy z value from slide move ! 309: pmove.velocity[2] = downvel[2]; ! 310: ! 311: // if at a dead stop, retry the move with nudges to get around lips ! 312: ! 313: } ! 314: ! 315: ! 316: ! 317: /* ! 318: ================== ! 319: PM_Friction ! 320: ! 321: Handles both ground friction and water friction ! 322: ================== ! 323: */ ! 324: void PM_Friction (void) ! 325: { ! 326: float *vel; ! 327: float speed, newspeed, control; ! 328: float friction; ! 329: float drop; ! 330: vec3_t start, stop; ! 331: pmtrace_t trace; ! 332: ! 333: if (pmove.waterjumptime) ! 334: return; ! 335: ! 336: vel = pmove.velocity; ! 337: ! 338: speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]); ! 339: if (speed < 1) ! 340: { ! 341: vel[0] = 0; ! 342: vel[1] = 0; ! 343: return; ! 344: } ! 345: ! 346: friction = movevars.friction; ! 347: ! 348: // if the leading edge is over a dropoff, increase friction ! 349: if (onground != -1) { ! 350: start[0] = stop[0] = pmove.origin[0] + vel[0]/speed*16; ! 351: start[1] = stop[1] = pmove.origin[1] + vel[1]/speed*16; ! 352: start[2] = pmove.origin[2] + player_mins[2]; ! 353: stop[2] = start[2] - 34; ! 354: ! 355: trace = PM_PlayerMove (start, stop); ! 356: ! 357: if (trace.fraction == 1) { ! 358: friction *= 2; ! 359: } ! 360: } ! 361: ! 362: drop = 0; ! 363: ! 364: if (waterlevel >= 2) // apply water friction ! 365: drop += speed*movevars.waterfriction*waterlevel*frametime; ! 366: else if (onground != -1) // apply ground friction ! 367: { ! 368: control = speed < movevars.stopspeed ? movevars.stopspeed : speed; ! 369: drop += control*friction*frametime; ! 370: } ! 371: ! 372: ! 373: // scale the velocity ! 374: newspeed = speed - drop; ! 375: if (newspeed < 0) ! 376: newspeed = 0; ! 377: newspeed /= speed; ! 378: ! 379: vel[0] = vel[0] * newspeed; ! 380: vel[1] = vel[1] * newspeed; ! 381: vel[2] = vel[2] * newspeed; ! 382: } ! 383: ! 384: ! 385: /* ! 386: ============== ! 387: PM_Accelerate ! 388: ============== ! 389: */ ! 390: void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) ! 391: { ! 392: int i; ! 393: float addspeed, accelspeed, currentspeed; ! 394: ! 395: if (pmove.dead) ! 396: return; ! 397: if (pmove.waterjumptime) ! 398: return; ! 399: ! 400: currentspeed = DotProduct (pmove.velocity, wishdir); ! 401: addspeed = wishspeed - currentspeed; ! 402: if (addspeed <= 0) ! 403: return; ! 404: accelspeed = accel*frametime*wishspeed; ! 405: if (accelspeed > addspeed) ! 406: accelspeed = addspeed; ! 407: ! 408: for (i=0 ; i<3 ; i++) ! 409: pmove.velocity[i] += accelspeed*wishdir[i]; ! 410: } ! 411: ! 412: void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) ! 413: { ! 414: int i; ! 415: float addspeed, accelspeed, currentspeed, wishspd = wishspeed; ! 416: ! 417: if (pmove.dead) ! 418: return; ! 419: if (pmove.waterjumptime) ! 420: return; ! 421: ! 422: if (wishspd > 30) ! 423: wishspd = 30; ! 424: currentspeed = DotProduct (pmove.velocity, wishdir); ! 425: addspeed = wishspd - currentspeed; ! 426: if (addspeed <= 0) ! 427: return; ! 428: accelspeed = accel * wishspeed * frametime; ! 429: if (accelspeed > addspeed) ! 430: accelspeed = addspeed; ! 431: ! 432: for (i=0 ; i<3 ; i++) ! 433: pmove.velocity[i] += accelspeed*wishdir[i]; ! 434: } ! 435: ! 436: ! 437: ! 438: /* ! 439: =================== ! 440: PM_WaterMove ! 441: ! 442: =================== ! 443: */ ! 444: void PM_WaterMove (void) ! 445: { ! 446: int i; ! 447: vec3_t wishvel; ! 448: float wishspeed; ! 449: vec3_t wishdir; ! 450: vec3_t start, dest; ! 451: pmtrace_t trace; ! 452: ! 453: // ! 454: // user intentions ! 455: // ! 456: for (i=0 ; i<3 ; i++) ! 457: wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove; ! 458: ! 459: if (!pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove) ! 460: wishvel[2] -= 60; // drift towards bottom ! 461: else ! 462: wishvel[2] += pmove.cmd.upmove; ! 463: ! 464: VectorCopy (wishvel, wishdir); ! 465: wishspeed = VectorNormalize(wishdir); ! 466: ! 467: if (wishspeed > movevars.maxspeed) ! 468: { ! 469: VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); ! 470: wishspeed = movevars.maxspeed; ! 471: } ! 472: wishspeed *= 0.7; ! 473: ! 474: // ! 475: // water acceleration ! 476: // ! 477: // if (pmove.waterjumptime) ! 478: // Con_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); ! 479: PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); ! 480: ! 481: // assume it is a stair or a slope, so press down from stepheight above ! 482: VectorMA (pmove.origin, frametime, pmove.velocity, dest); ! 483: VectorCopy (dest, start); ! 484: start[2] += STEPSIZE + 1; ! 485: trace = PM_PlayerMove (start, dest); ! 486: if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope? ! 487: { // walked up the step ! 488: VectorCopy (trace.endpos, pmove.origin); ! 489: return; ! 490: } ! 491: ! 492: PM_FlyMove (); ! 493: // if (pmove.waterjumptime) ! 494: // Con_Printf ("<-wm%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); ! 495: } ! 496: ! 497: ! 498: /* ! 499: =================== ! 500: PM_AirMove ! 501: ! 502: =================== ! 503: */ ! 504: void PM_AirMove (void) ! 505: { ! 506: int i; ! 507: vec3_t wishvel; ! 508: float fmove, smove; ! 509: vec3_t wishdir; ! 510: float wishspeed; ! 511: ! 512: fmove = pmove.cmd.forwardmove; ! 513: smove = pmove.cmd.sidemove; ! 514: ! 515: forward[2] = 0; ! 516: right[2] = 0; ! 517: VectorNormalize (forward); ! 518: VectorNormalize (right); ! 519: ! 520: for (i=0 ; i<2 ; i++) ! 521: wishvel[i] = forward[i]*fmove + right[i]*smove; ! 522: wishvel[2] = 0; ! 523: ! 524: VectorCopy (wishvel, wishdir); ! 525: wishspeed = VectorNormalize(wishdir); ! 526: ! 527: // ! 528: // clamp to server defined max speed ! 529: // ! 530: if (wishspeed > movevars.maxspeed) ! 531: { ! 532: VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); ! 533: wishspeed = movevars.maxspeed; ! 534: } ! 535: ! 536: // if (pmove.waterjumptime) ! 537: // Con_Printf ("am->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); ! 538: ! 539: if ( onground != -1) ! 540: { ! 541: pmove.velocity[2] = 0; ! 542: PM_Accelerate (wishdir, wishspeed, movevars.accelerate); ! 543: pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; ! 544: PM_GroundMove (); ! 545: } ! 546: else ! 547: { // not on ground, so little effect on velocity ! 548: PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate); ! 549: ! 550: // add gravity ! 551: pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; ! 552: ! 553: PM_FlyMove (); ! 554: ! 555: } ! 556: ! 557: //Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n", ! 558: // pmove.velocity[0], ! 559: // pmove.velocity[1], ! 560: // pmove.velocity[2]); ! 561: // ! 562: ! 563: // if (pmove.waterjumptime) ! 564: // Con_Printf ("<-am%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); ! 565: } ! 566: ! 567: ! 568: ! 569: /* ! 570: ============= ! 571: PM_CatagorizePosition ! 572: ============= ! 573: */ ! 574: void PM_CatagorizePosition (void) ! 575: { ! 576: vec3_t point; ! 577: int cont; ! 578: pmtrace_t tr; ! 579: ! 580: // if the player hull point one unit down is solid, the player ! 581: // is on ground ! 582: ! 583: // see if standing on something solid ! 584: point[0] = pmove.origin[0]; ! 585: point[1] = pmove.origin[1]; ! 586: point[2] = pmove.origin[2] - 1; ! 587: if (pmove.velocity[2] > 180) ! 588: { ! 589: onground = -1; ! 590: } ! 591: else ! 592: { ! 593: tr = PM_PlayerMove (pmove.origin, point); ! 594: if ( tr.plane.normal[2] < 0.7) ! 595: onground = -1; // too steep ! 596: else ! 597: onground = tr.ent; ! 598: if (onground != -1) ! 599: { ! 600: pmove.waterjumptime = 0; ! 601: if (!tr.startsolid && !tr.allsolid) ! 602: VectorCopy (tr.endpos, pmove.origin); ! 603: } ! 604: ! 605: // standing on an entity other than the world ! 606: if (tr.ent > 0) ! 607: { ! 608: pmove.touchindex[pmove.numtouch] = tr.ent; ! 609: pmove.numtouch++; ! 610: } ! 611: } ! 612: ! 613: // ! 614: // get waterlevel ! 615: // ! 616: waterlevel = 0; ! 617: watertype = CONTENTS_EMPTY; ! 618: ! 619: point[2] = pmove.origin[2] + player_mins[2] + 1; ! 620: cont = PM_PointContents (point); ! 621: ! 622: if (cont <= CONTENTS_WATER) ! 623: { ! 624: watertype = cont; ! 625: waterlevel = 1; ! 626: point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2])*0.5; ! 627: cont = PM_PointContents (point); ! 628: if (cont <= CONTENTS_WATER) ! 629: { ! 630: waterlevel = 2; ! 631: point[2] = pmove.origin[2] + 22; ! 632: cont = PM_PointContents (point); ! 633: if (cont <= CONTENTS_WATER) ! 634: waterlevel = 3; ! 635: } ! 636: } ! 637: } ! 638: ! 639: ! 640: /* ! 641: ============= ! 642: JumpButton ! 643: ============= ! 644: */ ! 645: void JumpButton (void) ! 646: { ! 647: if (pmove.dead) ! 648: { ! 649: pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released ! 650: return; ! 651: } ! 652: ! 653: if (pmove.waterjumptime) ! 654: { ! 655: pmove.waterjumptime -= frametime; ! 656: if (pmove.waterjumptime < 0) ! 657: pmove.waterjumptime = 0; ! 658: return; ! 659: } ! 660: ! 661: if (waterlevel >= 2) ! 662: { // swimming, not jumping ! 663: onground = -1; ! 664: ! 665: if (watertype == CONTENTS_WATER) ! 666: pmove.velocity[2] = 100; ! 667: else if (watertype == CONTENTS_SLIME) ! 668: pmove.velocity[2] = 80; ! 669: else ! 670: pmove.velocity[2] = 50; ! 671: return; ! 672: } ! 673: ! 674: if (onground == -1) ! 675: return; // in air, so no effect ! 676: ! 677: if ( pmove.oldbuttons & BUTTON_JUMP ) ! 678: return; // don't pogo stick ! 679: ! 680: onground = -1; ! 681: pmove.velocity[2] += 270; ! 682: ! 683: pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released ! 684: } ! 685: ! 686: /* ! 687: ============= ! 688: CheckWaterJump ! 689: ============= ! 690: */ ! 691: void CheckWaterJump (void) ! 692: { ! 693: vec3_t spot; ! 694: int cont; ! 695: vec3_t flatforward; ! 696: ! 697: if (pmove.waterjumptime) ! 698: return; ! 699: ! 700: // ZOID, don't hop out if we just jumped in ! 701: if (pmove.velocity[2] < -180) ! 702: return; // only hop out if we are moving up ! 703: ! 704: // see if near an edge ! 705: flatforward[0] = forward[0]; ! 706: flatforward[1] = forward[1]; ! 707: flatforward[2] = 0; ! 708: VectorNormalize (flatforward); ! 709: ! 710: VectorMA (pmove.origin, 24, flatforward, spot); ! 711: spot[2] += 8; ! 712: cont = PM_PointContents (spot); ! 713: if (cont != CONTENTS_SOLID) ! 714: return; ! 715: spot[2] += 24; ! 716: cont = PM_PointContents (spot); ! 717: if (cont != CONTENTS_EMPTY) ! 718: return; ! 719: // jump out of water ! 720: VectorScale (flatforward, 50, pmove.velocity); ! 721: pmove.velocity[2] = 310; ! 722: pmove.waterjumptime = 2; // safety net ! 723: pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released ! 724: } ! 725: ! 726: /* ! 727: ================= ! 728: NudgePosition ! 729: ! 730: If pmove.origin is in a solid position, ! 731: try nudging slightly on all axis to ! 732: allow for the cut precision of the net coordinates ! 733: ================= ! 734: */ ! 735: void NudgePosition (void) ! 736: { ! 737: vec3_t base; ! 738: int x, y, z; ! 739: int i; ! 740: static int sign[3] = {0, -1, 1}; ! 741: ! 742: VectorCopy (pmove.origin, base); ! 743: ! 744: for (i=0 ; i<3 ; i++) ! 745: pmove.origin[i] = ((int)(pmove.origin[i]*8)) * 0.125; ! 746: // pmove.origin[2] += 0.124; ! 747: ! 748: // if (pmove.dead) ! 749: // return; // might be a squished point, so don'y bother ! 750: // if (PM_TestPlayerPosition (pmove.origin) ) ! 751: // return; ! 752: ! 753: for (z=0 ; z<=2 ; z++) ! 754: { ! 755: for (x=0 ; x<=2 ; x++) ! 756: { ! 757: for (y=0 ; y<=2 ; y++) ! 758: { ! 759: pmove.origin[0] = base[0] + (sign[x] * 1.0/8); ! 760: pmove.origin[1] = base[1] + (sign[y] * 1.0/8); ! 761: pmove.origin[2] = base[2] + (sign[z] * 1.0/8); ! 762: if (PM_TestPlayerPosition (pmove.origin)) ! 763: return; ! 764: } ! 765: } ! 766: } ! 767: VectorCopy (base, pmove.origin); ! 768: // Con_DPrintf ("NudgePosition: stuck\n"); ! 769: } ! 770: ! 771: /* ! 772: =============== ! 773: SpectatorMove ! 774: =============== ! 775: */ ! 776: void SpectatorMove (void) ! 777: { ! 778: float speed, drop, friction, control, newspeed, accel; ! 779: float currentspeed, addspeed, accelspeed; ! 780: int i; ! 781: vec3_t wishvel; ! 782: float fmove, smove; ! 783: vec3_t wishdir; ! 784: float wishspeed; ! 785: #ifndef SERVERONLY ! 786: extern float server_version; // version of server we connected to ! 787: #endif ! 788: ! 789: // friction ! 790: ! 791: speed = Length (pmove.velocity); ! 792: if (speed < 1) ! 793: { ! 794: VectorCopy (vec3_origin, pmove.velocity) ! 795: } ! 796: else ! 797: { ! 798: drop = 0; ! 799: ! 800: friction = movevars.friction*1.5; // extra friction ! 801: control = speed < movevars.stopspeed ? movevars.stopspeed : speed; ! 802: drop += control*friction*frametime; ! 803: ! 804: // scale the velocity ! 805: newspeed = speed - drop; ! 806: if (newspeed < 0) ! 807: newspeed = 0; ! 808: newspeed /= speed; ! 809: ! 810: VectorScale (pmove.velocity, newspeed, pmove.velocity); ! 811: } ! 812: ! 813: // accelerate ! 814: fmove = pmove.cmd.forwardmove; ! 815: smove = pmove.cmd.sidemove; ! 816: ! 817: VectorNormalize (forward); ! 818: VectorNormalize (right); ! 819: ! 820: for (i=0 ; i<3 ; i++) ! 821: wishvel[i] = forward[i]*fmove + right[i]*smove; ! 822: wishvel[2] += pmove.cmd.upmove; ! 823: ! 824: VectorCopy (wishvel, wishdir); ! 825: wishspeed = VectorNormalize(wishdir); ! 826: ! 827: // ! 828: // clamp to server defined max speed ! 829: // ! 830: if (wishspeed > movevars.spectatormaxspeed) ! 831: { ! 832: VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel); ! 833: wishspeed = movevars.spectatormaxspeed; ! 834: } ! 835: ! 836: currentspeed = DotProduct(pmove.velocity, wishdir); ! 837: addspeed = wishspeed - currentspeed; ! 838: if (addspeed <= 0) ! 839: return; ! 840: accelspeed = movevars.accelerate*frametime*wishspeed; ! 841: if (accelspeed > addspeed) ! 842: accelspeed = addspeed; ! 843: ! 844: for (i=0 ; i<3 ; i++) ! 845: pmove.velocity[i] += accelspeed*wishdir[i]; ! 846: ! 847: ! 848: // move ! 849: VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin); ! 850: } ! 851: ! 852: /* ! 853: ============= ! 854: PlayerMove ! 855: ! 856: Returns with origin, angles, and velocity modified in place. ! 857: ! 858: Numtouch and touchindex[] will be set if any of the physents ! 859: were contacted during the move. ! 860: ============= ! 861: */ ! 862: void PlayerMove (void) ! 863: { ! 864: frametime = pmove.cmd.msec * 0.001; ! 865: pmove.numtouch = 0; ! 866: ! 867: AngleVectors (pmove.angles, forward, right, up); ! 868: ! 869: if (pmove.spectator) ! 870: { ! 871: SpectatorMove (); ! 872: return; ! 873: } ! 874: ! 875: NudgePosition (); ! 876: ! 877: // take angles directly from command ! 878: VectorCopy (pmove.cmd.angles, pmove.angles); ! 879: ! 880: // set onground, watertype, and waterlevel ! 881: PM_CatagorizePosition (); ! 882: ! 883: if (waterlevel == 2) ! 884: CheckWaterJump (); ! 885: ! 886: if (pmove.velocity[2] < 0) ! 887: pmove.waterjumptime = 0; ! 888: ! 889: if (pmove.cmd.buttons & BUTTON_JUMP) ! 890: JumpButton (); ! 891: else ! 892: pmove.oldbuttons &= ~BUTTON_JUMP; ! 893: ! 894: PM_Friction (); ! 895: ! 896: if (waterlevel >= 2) ! 897: PM_WaterMove (); ! 898: else ! 899: PM_AirMove (); ! 900: ! 901: // set onground, watertype, and waterlevel for final spot ! 902: PM_CatagorizePosition (); ! 903: } ! 904:
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