/* Copyright (C) 1997-2001 Id Software, Inc. 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 of the License, 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. */ #include "quakedef.h" float pm_q2stepheight = PM_DEFAULTSTEPHEIGHT; #if defined(Q2CLIENT) || defined(Q2SERVER) #define Q2PMF_DUCKED 1 #define Q2PMF_JUMP_HELD 2 #define Q2PMF_ON_GROUND 4 #define Q2PMF_TIME_WATERJUMP 8 // pm_time is waterjump #define Q2PMF_TIME_LAND 16 // pm_time is time before rejump #define Q2PMF_TIME_TELEPORT 32 // pm_time is non-moving time #define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook) // all of the locals will be zeroed before each // pmove, just to make damn sure we don't have // any differences when running on client or server typedef struct { vec3_t origin; // full float precision vec3_t velocity; // full float precision vec3_t forward, right, up; float frametime; const q2csurface_t *groundsurface; cplane_t groundplane; int groundcontents; vec3_t previous_origin; qboolean ladder; } q2pml_t; q2pmove_t *q2pm; static q2pml_t q2pml; // movement parameters float pm_stopspeed = 100; float pm_maxspeed = 300; float pm_duckspeed = 100; float pm_accelerate = 10; float pm_airaccelerate = 0; float pm_wateraccelerate = 10; float pm_friction = 6; float pm_waterfriction = 1; float pm_waterspeed = 400; //float pm_stepheight; /* walking up a step should kill some velocity */ /* ================== PMQ2_ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 void PMQ2_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; int i; backoff = DotProduct (in, normal) * overbounce; for (i=0 ; i<3 ; i++) { change = normal[i]*backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } } /* ================== PMQ2_StepSlideMove Each intersection will try to step over the obstruction instead of sliding along it. Returns a new origin, velocity, and contact entity Does not modify any world state? ================== */ #define MIN_STEP_NORMAL 0.7 // can't step up onto very steep slopes #define MAX_CLIP_PLANES 5 void PMQ2_StepSlideMove_ (void) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity; int i, j; q2trace_t trace; vec3_t end; float time_left; numbumps = 4; VectorCopy (q2pml.velocity, primal_velocity); numplanes = 0; time_left = q2pml.frametime; for (bumpcount=0 ; bumpcounttrace (q2pml.origin, q2pm->mins, q2pm->maxs, end); if (trace.allsolid) { // entity is trapped in another solid q2pml.velocity[2] = 0; // don't build up falling damage return; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, q2pml.origin); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance // save entity for contact if (q2pm->numtouch < MAXTOUCH && trace.ent) { q2pm->touchents[q2pm->numtouch] = trace.ent; q2pm->numtouch++; } time_left -= time_left * trace.fraction; // slide along this plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear (q2pml.velocity); break; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; #if 0 float rub; // // modify velocity so it parallels all of the clip planes // if (numplanes == 1) { // go along this plane VectorCopy (q2pml.velocity, dir); VectorNormalize (dir); rub = 1.0 + 0.5 * DotProduct (dir, planes[0]); // slide along the plane PMQ2_ClipVelocity (q2pml.velocity, planes[0], q2pml.velocity, 1.01); // rub some extra speed off on xy axis // not on Z, or you can scrub down walls q2pml.velocity[0] *= rub; q2pml.velocity[1] *= rub; q2pml.velocity[2] *= rub; } else if (numplanes == 2) { // go along the crease VectorCopy (q2pml.velocity, dir); VectorNormalize (dir); rub = 1.0 + 0.5 * DotProduct (dir, planes[0]); // slide along the plane CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, q2pml.velocity); VectorScale (dir, d, q2pml.velocity); // rub some extra speed off VectorScale (q2pml.velocity, rub, q2pml.velocity); } else { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorClear (q2pml.velocity); break; } #else // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; is.pm_time) { VectorCopy (primal_velocity, q2pml.velocity); } } /* ================== PMQ2_StepSlideMove ================== */ void PMQ2_StepSlideMove (void) { vec3_t start_o, start_v; vec3_t down_o, down_v; q2trace_t trace; float down_dist, up_dist; // vec3_t delta; vec3_t up, down; VectorCopy (q2pml.origin, start_o); VectorCopy (q2pml.velocity, start_v); PMQ2_StepSlideMove_ (); VectorCopy (q2pml.origin, down_o); VectorCopy (q2pml.velocity, down_v); VectorCopy (start_o, up); up[2] += pm_q2stepheight; trace = q2pm->trace (up, q2pm->mins, q2pm->maxs, up); if (trace.allsolid) return; // can't step up // try sliding above VectorCopy (up, q2pml.origin); VectorCopy (start_v, q2pml.velocity); PMQ2_StepSlideMove_ (); // push down the final amount VectorCopy (q2pml.origin, down); down[2] -= pm_q2stepheight; trace = q2pm->trace (q2pml.origin, q2pm->mins, q2pm->maxs, down); if (!trace.allsolid) { VectorCopy (trace.endpos, q2pml.origin); } #if 0 VectorSubtract (q2pml.origin, up, delta); up_dist = DotProduct (delta, start_v); VectorSubtract (down_o, start_o, delta); down_dist = DotProduct (delta, start_v); #else VectorCopy(q2pml.origin, up); // decide which one went farther down_dist = (down_o[0] - start_o[0])*(down_o[0] - start_o[0]) + (down_o[1] - start_o[1])*(down_o[1] - start_o[1]); up_dist = (up[0] - start_o[0])*(up[0] - start_o[0]) + (up[1] - start_o[1])*(up[1] - start_o[1]); #endif if (down_dist > up_dist || trace.plane.normal[2] < MIN_STEP_NORMAL) { VectorCopy (down_o, q2pml.origin); VectorCopy (down_v, q2pml.velocity); return; } //!! Special case // if we were walking along a plane, then we need to copy the Z over q2pml.velocity[2] = down_v[2]; } /* ================== PMQ2_Friction Handles both ground friction and water friction ================== */ void PMQ2_Friction (void) { float *vel; float speed, newspeed, control; float friction; float drop; vel = q2pml.velocity; speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]); if (speed < 1) { vel[0] = 0; vel[1] = 0; return; } drop = 0; // apply ground friction if ((q2pm->groundentity && q2pml.groundsurface && !(q2pml.groundsurface->flags & TI_SLICK) ) || (q2pml.ladder) ) { friction = pm_friction; control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*friction*q2pml.frametime; } // apply water friction if (q2pm->waterlevel && !q2pml.ladder) drop += speed*pm_waterfriction*q2pm->waterlevel*q2pml.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; } /* ============== PMQ2_Accelerate Handles user intended acceleration ============== */ void PMQ2_Accelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed; currentspeed = DotProduct (q2pml.velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) return; accelspeed = accel*q2pml.frametime*wishspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) q2pml.velocity[i] += accelspeed*wishdir[i]; } void PMQ2_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed, wishspd = wishspeed; if (wishspd > 30) wishspd = 30; currentspeed = DotProduct (q2pml.velocity, wishdir); addspeed = wishspd - currentspeed; if (addspeed <= 0) return; accelspeed = accel * wishspeed * q2pml.frametime; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) q2pml.velocity[i] += accelspeed*wishdir[i]; } /* ============= PMQ2_AddCurrents ============= */ void PMQ2_AddCurrents (vec3_t wishvel) { vec3_t v; float s; // // account for ladders // if (q2pml.ladder && fabs(q2pml.velocity[2]) <= 200) { if ((q2pm->viewangles[PITCH] <= -15) && (q2pm->cmd.forwardmove > 0)) wishvel[2] = 200; else if ((q2pm->viewangles[PITCH] >= 15) && (q2pm->cmd.forwardmove > 0)) wishvel[2] = -200; else if (q2pm->cmd.upmove > 0) wishvel[2] = 200; else if (q2pm->cmd.upmove < 0) wishvel[2] = -200; else wishvel[2] = 0; // limit horizontal speed when on a ladder if (wishvel[0] < -25) wishvel[0] = -25; else if (wishvel[0] > 25) wishvel[0] = 25; if (wishvel[1] < -25) wishvel[1] = -25; else if (wishvel[1] > 25) wishvel[1] = 25; } // // add water currents // if (q2pm->watertype & Q2MASK_CURRENT) /*FIXME: q3bsp*/ { memset(v, 0, sizeof(vec3_t)); if (q2pm->watertype & Q2CONTENTS_CURRENT_0) v[0] += 1; if (q2pm->watertype & Q2CONTENTS_CURRENT_90) v[1] += 1; if (q2pm->watertype & Q2CONTENTS_CURRENT_180) v[0] -= 1; if (q2pm->watertype & Q2CONTENTS_CURRENT_270) v[1] -= 1; if (q2pm->watertype & Q2CONTENTS_CURRENT_UP) v[2] += 1; if (q2pm->watertype & Q2CONTENTS_CURRENT_DOWN) v[2] -= 1; s = pm_waterspeed; if ((q2pm->waterlevel == 1) && (q2pm->groundentity)) s /= 2; VectorMA (wishvel, s, v, wishvel); } // // add conveyor belt velocities // if (q2pm->groundentity) { memset(v, 0, sizeof(vec3_t)); if (q2pml.groundcontents & Q2CONTENTS_CURRENT_0) v[0] += 1; if (q2pml.groundcontents & Q2CONTENTS_CURRENT_90) v[1] += 1; if (q2pml.groundcontents & Q2CONTENTS_CURRENT_180) v[0] -= 1; if (q2pml.groundcontents & Q2CONTENTS_CURRENT_270) v[1] -= 1; if (q2pml.groundcontents & Q2CONTENTS_CURRENT_UP) v[2] += 1; if (q2pml.groundcontents & Q2CONTENTS_CURRENT_DOWN) v[2] -= 1; VectorMA (wishvel, 100 /* q2pm->groundentity->speed */, v, wishvel); } } /* =================== PMQ2_WaterMove =================== */ void PMQ2_WaterMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; // // user intentions // for (i=0 ; i<3 ; i++) wishvel[i] = q2pml.forward[i]*q2pm->cmd.forwardmove + q2pml.right[i]*q2pm->cmd.sidemove; if (!q2pm->cmd.forwardmove && !q2pm->cmd.sidemove && !q2pm->cmd.upmove) wishvel[2] -= 60; // drift towards bottom else wishvel[2] += q2pm->cmd.upmove; PMQ2_AddCurrents (wishvel); VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > pm_maxspeed) { VectorScale (wishvel, pm_maxspeed/wishspeed, wishvel); wishspeed = pm_maxspeed; } wishspeed *= 0.5; PMQ2_Accelerate (wishdir, wishspeed, pm_wateraccelerate); PMQ2_StepSlideMove (); } /* =================== PMQ2_AirMove =================== */ void PMQ2_AirMove (void) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float maxspeed; fmove = q2pm->cmd.forwardmove; smove = q2pm->cmd.sidemove; //!!!!! pitch should be 1/3 so this isn't needed??! #if 0 q2pml.forward[2] = 0; q2pml.right[2] = 0; VectorNormalize (q2pml.forward); VectorNormalize (q2pml.right); #endif for (i=0 ; i<2 ; i++) wishvel[i] = q2pml.forward[i]*fmove + q2pml.right[i]*smove; wishvel[2] = 0; PMQ2_AddCurrents (wishvel); VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // maxspeed = (q2pm->s.pm_flags & Q2PMF_DUCKED) ? pm_duckspeed : pm_maxspeed; if (wishspeed > maxspeed) { VectorScale (wishvel, maxspeed/wishspeed, wishvel); wishspeed = maxspeed; } if ( q2pml.ladder ) { PMQ2_Accelerate (wishdir, wishspeed, pm_accelerate); if (!wishvel[2]) { if (q2pml.velocity[2] > 0) { q2pml.velocity[2] -= q2pm->s.gravity * q2pml.frametime; if (q2pml.velocity[2] < 0) q2pml.velocity[2] = 0; } else { q2pml.velocity[2] += q2pm->s.gravity * q2pml.frametime; if (q2pml.velocity[2] > 0) q2pml.velocity[2] = 0; } } PMQ2_StepSlideMove (); } else if ( q2pm->groundentity ) { // walking on ground q2pml.velocity[2] = 0; //!!! this is before the accel PMQ2_Accelerate (wishdir, wishspeed, pm_accelerate); // PGM -- fix for negative trigger_gravity fields // q2pml.velocity[2] = 0; if(q2pm->s.gravity > 0) q2pml.velocity[2] = 0; else q2pml.velocity[2] -= q2pm->s.gravity * q2pml.frametime; // PGM if (!q2pml.velocity[0] && !q2pml.velocity[1]) return; PMQ2_StepSlideMove (); } else { // not on ground, so little effect on velocity if (pm_airaccelerate) PMQ2_AirAccelerate (wishdir, wishspeed, pm_accelerate); else PMQ2_Accelerate (wishdir, wishspeed, 1); // add gravity q2pml.velocity[2] -= q2pm->s.gravity * q2pml.frametime; PMQ2_StepSlideMove (); } } /* ============= PMQ2_CatagorizePosition ============= */ void PMQ2_CatagorizePosition (void) { vec3_t point; int cont; q2trace_t trace; int sample1; int sample2; // if the player hull point one unit down is solid, the player // is on ground // see if standing on something solid point[0] = q2pml.origin[0]; point[1] = q2pml.origin[1]; point[2] = q2pml.origin[2] - 0.25; if (q2pml.velocity[2] > 180) //!!ZOID changed from 100 to 180 (ramp accel) { q2pm->s.pm_flags &= ~Q2PMF_ON_GROUND; q2pm->groundentity = NULL; } else { trace = q2pm->trace (q2pml.origin, q2pm->mins, q2pm->maxs, point); q2pml.groundplane = trace.plane; q2pml.groundsurface = trace.surface; q2pml.groundcontents = trace.contents; if (!trace.ent || (trace.plane.normal[2] < 0.7 && !trace.startsolid) ) { q2pm->groundentity = NULL; q2pm->s.pm_flags &= ~Q2PMF_ON_GROUND; } else { q2pm->groundentity = trace.ent; // hitting solid ground will end a waterjump if (q2pm->s.pm_flags & Q2PMF_TIME_WATERJUMP) { q2pm->s.pm_flags &= ~(Q2PMF_TIME_WATERJUMP | Q2PMF_TIME_LAND | Q2PMF_TIME_TELEPORT); q2pm->s.pm_time = 0; } if (! (q2pm->s.pm_flags & Q2PMF_ON_GROUND) ) { // just hit the ground q2pm->s.pm_flags |= Q2PMF_ON_GROUND; // don't do landing time if we were just going down a slope if (q2pml.velocity[2] < -200) { q2pm->s.pm_flags |= Q2PMF_TIME_LAND; // don't allow another jump for a little while if (q2pml.velocity[2] < -400) q2pm->s.pm_time = 25; else q2pm->s.pm_time = 18; } } } #if 0 if (trace.fraction < 1.0 && trace.ent && q2pml.velocity[2] < 0) q2pml.velocity[2] = 0; #endif if (q2pm->numtouch < MAXTOUCH && trace.ent) { q2pm->touchents[q2pm->numtouch] = trace.ent; q2pm->numtouch++; } } // // get waterlevel, accounting for ducking // q2pm->waterlevel = 0; q2pm->watertype = 0; sample2 = q2pm->viewheight - q2pm->mins[2]; sample1 = sample2 / 2; point[2] = q2pml.origin[2] + q2pm->mins[2] + 1; cont = q2pm->pointcontents (point); if (cont & MASK_WATER) { q2pm->watertype = cont; q2pm->waterlevel = 1; point[2] = q2pml.origin[2] + q2pm->mins[2] + sample1; cont = q2pm->pointcontents (point); if (cont & MASK_WATER) { q2pm->waterlevel = 2; point[2] = q2pml.origin[2] + q2pm->mins[2] + sample2; cont = q2pm->pointcontents (point); if (cont & MASK_WATER) q2pm->waterlevel = 3; } } } /* ============= PMQ2_CheckJump ============= */ void PMQ2_CheckJump (void) { if (q2pm->s.pm_flags & Q2PMF_TIME_LAND) { // hasn't been long enough since landing to jump again return; } if (q2pm->cmd.upmove < 10) { // not holding jump q2pm->s.pm_flags &= ~Q2PMF_JUMP_HELD; return; } // must wait for jump to be released if (q2pm->s.pm_flags & Q2PMF_JUMP_HELD) return; if (q2pm->s.pm_type == Q2PM_DEAD) return; if (q2pm->waterlevel >= 2) { // swimming, not jumping q2pm->groundentity = NULL; if (q2pml.velocity[2] <= -300) return; if (q2pm->watertype == Q2CONTENTS_WATER) q2pml.velocity[2] = 100; else if (q2pm->watertype == Q2CONTENTS_SLIME) q2pml.velocity[2] = 80; else q2pml.velocity[2] = 50; return; } if (q2pm->groundentity == NULL) return; // in air, so no effect q2pm->s.pm_flags |= Q2PMF_JUMP_HELD; q2pm->groundentity = NULL; q2pml.velocity[2] += 270; if (q2pml.velocity[2] < 270) q2pml.velocity[2] = 270; } /* ============= PMQ2_CheckSpecialMovement ============= */ void PMQ2_CheckSpecialMovement (void) { vec3_t spot; int cont; vec3_t flatforward; q2trace_t trace; if (q2pm->s.pm_time) return; q2pml.ladder = false; // check for ladder flatforward[0] = q2pml.forward[0]; flatforward[1] = q2pml.forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (q2pml.origin, 1, flatforward, spot); trace = q2pm->trace (q2pml.origin, q2pm->mins, q2pm->maxs, spot); if ((trace.fraction < 1) && (trace.contents & Q2CONTENTS_LADDER)) q2pml.ladder = true; // check for water jump if (q2pm->waterlevel != 2) return; VectorMA (q2pml.origin, 30, flatforward, spot); spot[2] += 4; cont = q2pm->pointcontents (spot); if (!(cont & Q2CONTENTS_SOLID)) return; spot[2] += 16; cont = q2pm->pointcontents (spot); if (cont) return; // jump out of water VectorScale (flatforward, 50, q2pml.velocity); q2pml.velocity[2] = 350; q2pm->s.pm_flags |= Q2PMF_TIME_WATERJUMP; q2pm->s.pm_time = 255; } /* =============== PMQ2_FlyMove =============== */ void PMQ2_FlyMove (qboolean doclip) { float speed, drop, friction, control, newspeed; float currentspeed, addspeed, accelspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; vec3_t end; q2trace_t trace; q2pm->viewheight = DEFAULT_VIEWHEIGHT; // friction speed = Length (q2pml.velocity); if (speed < 1) { VectorClear (q2pml.velocity); } else { drop = 0; friction = pm_friction*1.5; // extra friction control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*friction*q2pml.frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (q2pml.velocity, newspeed, q2pml.velocity); } // accelerate fmove = q2pm->cmd.forwardmove; smove = q2pm->cmd.sidemove; VectorNormalize (q2pml.forward); VectorNormalize (q2pml.right); for (i=0 ; i<3 ; i++) wishvel[i] = q2pml.forward[i]*fmove + q2pml.right[i]*smove; wishvel[2] += q2pm->cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // if (wishspeed > pm_maxspeed) { VectorScale (wishvel, pm_maxspeed/wishspeed, wishvel); wishspeed = pm_maxspeed; } currentspeed = DotProduct(q2pml.velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) return; accelspeed = pm_accelerate*q2pml.frametime*wishspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) q2pml.velocity[i] += accelspeed*wishdir[i]; if (doclip) { for (i=0 ; i<3 ; i++) end[i] = q2pml.origin[i] + q2pml.frametime * q2pml.velocity[i]; trace = q2pm->trace (q2pml.origin, q2pm->mins, q2pm->maxs, end); VectorCopy (trace.endpos, q2pml.origin); } else { // move VectorMA (q2pml.origin, q2pml.frametime, q2pml.velocity, q2pml.origin); } } /* ============== PMQ2_CheckDuck Sets mins, maxs, and q2pm->viewheight ============== */ void PMQ2_CheckDuck (void) { q2trace_t trace; q2pm->mins[0] = -16; q2pm->mins[1] = -16; q2pm->maxs[0] = 16; q2pm->maxs[1] = 16; if (q2pm->s.pm_type == Q2PM_GIB) { q2pm->mins[2] = 0; q2pm->maxs[2] = 16; q2pm->viewheight = 8; return; } q2pm->mins[2] = -24; if (q2pm->s.pm_type == Q2PM_DEAD) { q2pm->s.pm_flags |= Q2PMF_DUCKED; } else if (q2pm->cmd.upmove < 0 && (q2pm->s.pm_flags & Q2PMF_ON_GROUND) ) { // duck q2pm->s.pm_flags |= Q2PMF_DUCKED; } else { // stand up if possible if (q2pm->s.pm_flags & Q2PMF_DUCKED) { // try to stand up q2pm->maxs[2] = 32; trace = q2pm->trace (q2pml.origin, q2pm->mins, q2pm->maxs, q2pml.origin); if (!trace.allsolid) q2pm->s.pm_flags &= ~Q2PMF_DUCKED; } } if (q2pm->s.pm_flags & Q2PMF_DUCKED) { q2pm->maxs[2] = 4; q2pm->viewheight = -2; } else { q2pm->maxs[2] = 32; q2pm->viewheight = DEFAULT_VIEWHEIGHT; } } /* ============== PMQ2_DeadMove ============== */ void PMQ2_DeadMove (void) { float forward; if (!q2pm->groundentity) return; // extra friction forward = Length (q2pml.velocity); forward -= 20; if (forward <= 0) { memset(q2pml.velocity, 0, sizeof(vec3_t)); } else { VectorNormalize (q2pml.velocity); VectorScale (q2pml.velocity, forward, q2pml.velocity); } } qboolean PMQ2_GoodPosition (void) { q2trace_t trace; vec3_t origin, end; int i; if (q2pm->s.pm_type == Q2PM_SPECTATOR) return true; for (i=0 ; i<3 ; i++) origin[i] = end[i] = q2pm->s.origin[i]*0.125; trace = q2pm->trace (origin, q2pm->mins, q2pm->maxs, end); return !trace.allsolid; } /* ================ PMQ2_SnapPosition On exit, the origin will have a value that is pre-quantized to the 0.125 precision of the network channel and in a valid position. ================ */ void PMQ2_SnapPosition (void) { int sign[3]; int i, j, bits; short base[3]; // try all single bits first static int jitterbits[8] = {0,4,1,2,3,5,6,7}; // snap velocity to eigths for (i=0 ; i<3 ; i++) q2pm->s.velocity[i] = (int)(q2pml.velocity[i]*8); for (i=0 ; i<3 ; i++) { if (q2pml.origin[i] >= 0) sign[i] = 1; else sign[i] = -1; q2pm->s.origin[i] = (int)(q2pml.origin[i]*8); if (q2pm->s.origin[i]*0.125 == q2pml.origin[i]) sign[i] = 0; } VectorCopy (q2pm->s.origin, base); // try all combinations for (j=0 ; j<8 ; j++) { bits = jitterbits[j]; VectorCopy (base, q2pm->s.origin); for (i=0 ; i<3 ; i++) if (bits & (1<s.origin[i] += sign[i]; if (PMQ2_GoodPosition ()) return; } // go back to the last position VectorCopy (q2pml.previous_origin, q2pm->s.origin); // Con_DPrintf ("using previous_origin\n"); } #if 0 //NO LONGER USED /* ================ PMQ2_InitialSnapPosition ================ */ void PMQ2_InitialSnapPosition (void) { int x, y, z; short base[3]; VectorCopy (q2pm->s.origin, base); for (z=1 ; z>=-1 ; z--) { q2pm->s.origin[2] = base[2] + z; for (y=1 ; y>=-1 ; y--) { q2pm->s.origin[1] = base[1] + y; for (x=1 ; x>=-1 ; x--) { q2pm->s.origin[0] = base[0] + x; if (PMQ2_GoodPosition ()) { q2pml.origin[0] = q2pm->s.origin[0]*0.125; q2pml.origin[1] = q2pm->s.origin[1]*0.125; q2pml.origin[2] = q2pm->s.origin[2]*0.125; VectorCopy (q2pm->s.origin, q2pml.previous_origin); return; } } } } Con_DPrintf ("Bad InitialSnapPosition\n"); } #else /* ================ PMQ2_InitialSnapPosition ================ */ void PMQ2_InitialSnapPosition(void) { int x, y, z; short base[3]; static int offset[3] = { 0, -1, 1 }; VectorCopy (q2pm->s.origin, base); for ( z = 0; z < 3; z++ ) { q2pm->s.origin[2] = base[2] + offset[ z ]; for ( y = 0; y < 3; y++ ) { q2pm->s.origin[1] = base[1] + offset[ y ]; for ( x = 0; x < 3; x++ ) { q2pm->s.origin[0] = base[0] + offset[ x ]; if (PMQ2_GoodPosition ()) { q2pml.origin[0] = q2pm->s.origin[0]*0.125; q2pml.origin[1] = q2pm->s.origin[1]*0.125; q2pml.origin[2] = q2pm->s.origin[2]*0.125; VectorCopy (q2pm->s.origin, q2pml.previous_origin); return; } } } } Con_DPrintf ("Bad InitialSnapPosition\n"); } #endif /* ================ PMQ2_ClampAngles ================ */ void PMQ2_ClampAngles (void) { short temp; int i; if (q2pm->s.pm_flags & Q2PMF_TIME_TELEPORT) { q2pm->viewangles[YAW] = SHORT2ANGLE(q2pm->cmd.angles[YAW] + q2pm->s.delta_angles[YAW]); q2pm->viewangles[PITCH] = 0; q2pm->viewangles[ROLL] = 0; } else { // circularly clamp the angles with deltas for (i=0 ; i<3 ; i++) { temp = q2pm->cmd.angles[i] + q2pm->s.delta_angles[i]; q2pm->viewangles[i] = SHORT2ANGLE(temp); } // don't let the player look up or down more than 90 degrees if (q2pm->viewangles[PITCH] > 89 && q2pm->viewangles[PITCH] < 180) q2pm->viewangles[PITCH] = 89; else if (q2pm->viewangles[PITCH] < 271 && q2pm->viewangles[PITCH] >= 180) q2pm->viewangles[PITCH] = 271; } AngleVectors (q2pm->viewangles, q2pml.forward, q2pml.right, q2pml.up); } /* ================ Pmove Can be called by either the server or the client ================ */ void VARGS Q2_Pmove (q2pmove_t *pmove) { q2pm = pmove; // clear results q2pm->numtouch = 0; memset (q2pm->viewangles, 0, sizeof(vec3_t)); q2pm->viewheight = 0; q2pm->groundentity = 0; q2pm->watertype = 0; q2pm->waterlevel = 0; // clear all pmove local vars memset (&q2pml, 0, sizeof(q2pml)); // convert origin and velocity to float values q2pml.origin[0] = q2pm->s.origin[0]*0.125; q2pml.origin[1] = q2pm->s.origin[1]*0.125; q2pml.origin[2] = q2pm->s.origin[2]*0.125; q2pml.velocity[0] = q2pm->s.velocity[0]*0.125; q2pml.velocity[1] = q2pm->s.velocity[1]*0.125; q2pml.velocity[2] = q2pm->s.velocity[2]*0.125; // save old org in case we get stuck VectorCopy (q2pm->s.origin, q2pml.previous_origin); q2pml.frametime = q2pm->cmd.msec * 0.001; PMQ2_ClampAngles (); if (q2pm->s.pm_type == Q2PM_SPECTATOR) { PMQ2_FlyMove (false); PMQ2_SnapPosition (); return; } if (q2pm->s.pm_type >= Q2PM_DEAD) { q2pm->cmd.forwardmove = 0; q2pm->cmd.sidemove = 0; q2pm->cmd.upmove = 0; } if (q2pm->s.pm_type == Q2PM_FREEZE) return; // no movement at all // set mins, maxs, and viewheight PMQ2_CheckDuck (); if (q2pm->snapinitial) PMQ2_InitialSnapPosition (); // set groundentity, watertype, and waterlevel PMQ2_CatagorizePosition (); if (q2pm->s.pm_type == Q2PM_DEAD) PMQ2_DeadMove (); PMQ2_CheckSpecialMovement (); // drop timing counter if (q2pm->s.pm_time) { int msec; msec = q2pm->cmd.msec >> 3; if (!msec) msec = 1; if ( msec >= q2pm->s.pm_time) { q2pm->s.pm_flags &= ~(Q2PMF_TIME_WATERJUMP | Q2PMF_TIME_LAND | Q2PMF_TIME_TELEPORT); q2pm->s.pm_time = 0; } else q2pm->s.pm_time -= msec; } if (q2pm->s.pm_flags & Q2PMF_TIME_TELEPORT) { // teleport pause stays exactly in place } else if (q2pm->s.pm_flags & Q2PMF_TIME_WATERJUMP) { // waterjump has no control, but falls q2pml.velocity[2] -= q2pm->s.gravity * q2pml.frametime; if (q2pml.velocity[2] < 0) { // cancel as soon as we are falling down again q2pm->s.pm_flags &= ~(Q2PMF_TIME_WATERJUMP | Q2PMF_TIME_LAND | Q2PMF_TIME_TELEPORT); q2pm->s.pm_time = 0; } PMQ2_StepSlideMove (); } else { PMQ2_CheckJump (); PMQ2_Friction (); if (q2pm->waterlevel >= 2) PMQ2_WaterMove (); else { vec3_t angles; VectorCopy(q2pm->viewangles, angles); if (angles[PITCH] > 180) angles[PITCH] = angles[PITCH] - 360; angles[PITCH] /= 3; AngleVectors (angles, q2pml.forward, q2pml.right, q2pml.up); PMQ2_AirMove (); } } // set groundentity, watertype, and waterlevel for final spot PMQ2_CatagorizePosition (); PMQ2_SnapPosition (); } #endif