/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2024 the OpenMoHAA team This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // bg_pmove.c -- both games player movement code // takes a playerstate and a usercmd as input and returns a modifed playerstate #include "../qcommon/q_shared.h" #include "bg_public.h" #include "bg_local.h" pmove_t *pm; pml_t pml; // movement parameters float pm_stopspeed = 50.0f; float pm_duckScale = 0.25f; float pm_swimScale = 1.0f; float pm_wadeScale = 0.70f; float pm_accelerate = 8.0f; float pm_airaccelerate = 1.0f; float pm_wateraccelerate = 8.0f; float pm_friction = 6.0f; float pm_waterfriction = 2.0f; float pm_slipperyfriction = 0.25f; float pm_strafespeed = 0.85f; float pm_backspeed = 0.80f; float pm_flightfriction = 3.0f; float PM_NOCLIPfriction = 5.0f; const vec3_t MINS = {-15, -15, 0}; const vec3_t MAXS = {15, 15, 94}; int c_pmove = 0; /* =============== PM_AddEvent =============== */ void PM_AddEvent(int newEvent) {} /* =============== 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) {} static void PM_StartLegsAnim(int anim) {} static void PM_ContinueLegsAnim(int anim) {} static void PM_ContinueTorsoAnim(int anim) {} static void PM_ForceLegsAnim(int 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 dir_z; float normal2[3]; if (normal[2] >= pm_wadeScale) { if (in[0] == 0.0f && in[1] == 0.0f) { VectorClear(out); return; } normal2[0] = in[0] * DotProduct2D(in, normal); normal2[1] = in[1] * DotProduct2D(in, normal); normal2[2] = normal[2] * DotProduct2D(in, in); VectorNormalize(normal2); dir_z = -normal2[2]; out[0] = in[0]; out[1] = in[1]; out[2] = DotProduct2D(in, normal2) / dir_z; } else { backoff = DotProduct(in, normal); if (backoff < 0) { backoff *= overbounce; } else { backoff /= overbounce; } out[0] = in[0] - normal[0] * backoff; out[1] = in[1] - normal[1] * backoff; out[2] = in[2] - normal[2] * backoff; } } /* ================== 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; VectorCopy(vel, vec); if (pml.walking) { // ignore slope movement vec[2] = 0; } speed = VectorLength(vec); if (speed < 1) { // allow sinking underwater vel[0] = 0; vel[1] = 0; return; } drop = 0; if (pml.walking) { control = (speed < pm_stopspeed) ? pm_stopspeed : speed; // if getting knocked back, no friction if (pml.groundTrace.surfaceFlags & SURF_SLICK) { drop += control * pm_slipperyfriction * pml.frametime; } else { drop += control * pm_friction * pml.frametime; } } // apply water friction even if just wading if (pm->waterlevel) { if (pm->watertype & CONTENTS_SLIME) { drop += speed * pm_waterfriction * 5 * pm->waterlevel * pml.frametime; } else { drop += speed * pm_waterfriction * pm->waterlevel * 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) { 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); } /* ============ 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 fmove, smove; PM_GetMove(&fmove, &smove); max = fabs(fmove); if (fabs(smove) > max) { max = fabs(smove); } if (fabs(cmd->upmove) > max) { max = fabs(cmd->upmove); } if (!max) { return 0; } total = sqrt((float)(fmove * fmove + smove * smove + cmd->upmove * cmd->upmove)); scale = (float)pm->ps->speed * max / (127.0 * total); return scale; } //============================================================================ /* ============= PM_CheckTerminalVelocity ============= */ #define TERMINAL_VELOCITY 1200 void PM_CheckTerminalVelocity(void) { float oldspeed; float speed; // // how fast were we falling // oldspeed = -pml.previous_velocity[2]; // // how fast are we falling // speed = -pm->ps->velocity[2]; if (speed <= 0) { return; } if ((oldspeed <= TERMINAL_VELOCITY) && (speed > TERMINAL_VELOCITY)) { pm->pmoveEvent = EV_TERMINAL_VELOCITY; } } /* { 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 ); } PM_StepSlideMove( qtrue ); } */ /* =================== PM_GetMove =================== */ void PM_GetMove(float *pfForward, float *pfRight) { *pfForward = pm->cmd.forwardmove; if (*pfForward < 0) { *pfForward *= pm_backspeed; } *pfRight = pm->cmd.rightmove * pm_strafespeed; } /* =================== PM_AirMove =================== */ static void PM_AirMove(void) { vec3_t wishvel; float fmove; float smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; PM_GetMove(&fmove, &smove); pm->ps->pm_time = 0; cmd = pm->cmd; scale = PM_CmdScale(&cmd); wishvel[0] = pml.flat_forward[0] * fmove - pml.flat_left[0] * smove; wishvel[1] = pml.flat_forward[1] * fmove - pml.flat_left[1] * 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); } PM_StepSlideMove(qtrue); PM_CheckTerminalVelocity(); } static vec3_t min3x3 = {-8, 0, 0}; static vec3_t max3x3 = {4, 4, 8}; static vec3_t base_rightfoot_pos = {-5.25301f, -3.10885f, 0}; static vec3_t base_leftfoot_pos = {-0.123711f, 10.4893f, 0}; qboolean PM_FeetOnGround(vec3_t pos) { vec3_t start; vec3_t end; trace_t trace; VectorCopy(pos, start); VectorCopy(pos, end); end[2] -= 16.01f; pm->trace(&trace, start, min3x3, max3x3, end, pm->ps->clientNum, pm->tracemask, true, false); return trace.fraction != 1.0f; } qboolean PM_FindBestFallPos(vec3_t pos, vec3_t bestdir) { trace_t trace; vec3_t ang; vec3_t dir; vec3_t start; vec3_t end; vec3_t move; int i; qboolean set; float radius; VectorClear(bestdir); set = qfalse; radius = pm->maxs[0] - pm->mins[0] + 1.0f; VectorCopy(pos, start); start[2] -= 16.1f; VectorSet(ang, 0, pm->ps->viewangles[1], 0); for (i = 0; i < 16; i++, ang[1] += 22.5f) { AngleVectorsLeft(ang, dir, NULL, NULL); VectorMA(pos, radius, dir, move); pm->trace(&trace, pos, pm->mins, pm->maxs, move, pm->ps->clientNum, pm->tracemask, qtrue, qfalse); VectorCopy(trace.endpos, end); end[2] = start[2]; pm->trace(&trace, trace.endpos, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask, qtrue, qfalse); if (trace.fraction == 1.0f) { VectorCopy(trace.endpos, end); pm->trace(&trace, end, pm->mins, pm->maxs, start, pm->ps->clientNum, pm->tracemask, qtrue, qfalse); if (trace.fraction < 1.0f) { VectorAdd(bestdir, trace.plane.normal, bestdir); set = qtrue; } } } if (!set || !VectorNormalize(bestdir)) { return qfalse; } return qtrue; } void PM_CheckFeet(vec3_t vWishdir) { vec3_t temp; trace_t trace; if (pm->stepped) { pm->ps->feetfalling = 0; return; } if (!pm->ps->walking) { return; } VectorMA(pm->ps->origin, 0.2f, pm->ps->velocity, temp); temp[2] = pm->ps->origin[2] + 2; if (PM_FeetOnGround(pm->ps->origin) || PM_FeetOnGround(temp)) { pm->ps->feetfalling = 0; return; } if (pm->ps->feetfalling > 0) { pm->ps->feetfalling--; } if (!pm->ps->feetfalling) { if (!PM_FindBestFallPos(pm->ps->origin, pm->ps->falldir)) { return; } pm->ps->feetfalling = 5; } VectorMA(pm->ps->origin, 15.0f * pml.frametime, pm->ps->falldir, temp); pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, temp, pm->ps->clientNum, pm->tracemask, qtrue, qfalse); if (trace.fraction == 0) { pm->ps->feetfalling = 0; return; } if ((vWishdir[0] == 0.0f && vWishdir[1] == 0.0f) || DotProduct(vWishdir, pm->ps->falldir) > 0.0f) { pm->ps->walking = qfalse; VectorCopy(trace.endpos, pm->ps->origin); } } /* =================== 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; PM_Friction(); PM_GetMove(&fmove, &smove); cmd = pm->cmd; scale = PM_CmdScale(&cmd); if ((pm->cmd.buttons & BUTTON_RUN) && fmove && !smove) { pm->ps->pm_time += pml.msec; } else { pm->ps->pm_time = 0; } // project the forward and right directions onto the ground plane PM_ClipVelocity(pml.flat_forward, pml.groundTrace.plane.normal, pml.flat_forward, OVERCLIP); PM_ClipVelocity(pml.flat_left, pml.groundTrace.plane.normal, pml.flat_left, OVERCLIP); // VectorNormalize(pml.flat_forward); VectorNormalize(pml.flat_left); for (i = 0; i < 3; i++) { wishvel[i] = pml.flat_forward[i] * fmove - pml.flat_left[i] * smove; } VectorCopy(wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // clamp the speed lower if wading or walking on the bottom if (pm->waterlevel) { float waterScale; if (pm->waterlevel == 1.0f) { waterScale = 0.80f; } else { waterScale = 0.5f; } if (wishspeed > pm->ps->speed * waterScale) { wishspeed = pm->ps->speed * waterScale; } } if (pml.groundTrace.surfaceFlags & SURF_SLICK) { accelerate = pm_airaccelerate; } else { accelerate = pm_accelerate; } PM_Accelerate(wishdir, wishspeed, accelerate); if (pml.groundTrace.surfaceFlags & SURF_SLICK) { pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime; } // slide along the ground plane PM_ClipVelocity(pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP); // don't do anything if standing still if (pm->ps->velocity[0] || pm->ps->velocity[1]) { PM_StepSlideMove(qtrue); } PM_CheckFeet(wishdir); } /* ============== 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; float drop; float friction; float control; float newspeed; int i; vec3_t wishvel; float fmove; float smove; vec3_t wishdir; float wishspeed; float scale; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; pm->ps->groundEntityNum = ENTITYNUM_NONE; // friction speed = VectorLength(pm->ps->velocity); if (speed < 1) { VectorCopy(vec3_origin, pm->ps->velocity); } else { drop = 0; // extra friction friction = pm_friction * 1.5; 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 // allow the player to move twice as fast in noclip scale = PM_CmdScale(&pm->cmd) * 2; PM_GetMove(&fmove, &smove); pm->ps->pm_time = 0; for (i = 0; i < 3; i++) { wishvel[i] = pml.flat_forward[i] * fmove - pml.flat_left[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_CrashLand Check for hard landings that generate sound events ================= */ static void PM_CrashLand(void) { float delta; float dist; float vel; float acc; float t; float a, b, c, den; // 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 ); t = sqrt(den) + vel; //delta = vel + t * acc; delta = vel - t; delta = delta * delta * 0.0001; // reduce falling damage if there is standing water if (pm->waterlevel == 2) { delta *= 0.25f; } if (pm->waterlevel == 1) { delta *= 0.5f; } if (delta < 1) { return; } // 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 > 100) { pm->pmoveEvent = EV_FALL_FATAL; } else if (delta > 80) { pm->pmoveEvent = EV_FALL_FAR; } else if (delta > 40) { pm->pmoveEvent = EV_FALL_MEDIUM; } else if (delta > 20) { pm->pmoveEvent = EV_FALL_SHORT; } } } /* ============= PM_CheckStuck ============= */ /* void PM_CheckStuck(void) { trace_t trace; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask); if (trace.allsolid) { //int shit = qtrue; } } */ /* ============= 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, qtrue, false); if (!trace->allsolid && !trace->startsolid) { 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, qtrue, false ); pml.groundTrace = *trace; pm->ps->groundTrace = *trace; return qtrue; } } } } //pm->ps->groundEntityNum = ENTITYNUM_NONE; //pml.groundPlane = qfalse; //pml.walking = qfalse; return qfalse; } /* ============= PM_GroundTrace ============= */ static void PM_GroundTrace(void) { vec3_t point; trace_t trace; point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] - 0.25f; pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue, qfalse); pml.groundTrace = trace; pm->ps->groundTrace = trace; // do something corrective if the trace starts in a solid... if (trace.allsolid || trace.startsolid) { if (!PM_CorrectAllSolid(&trace)) { trace.fraction = 1.0f; } } // if the trace didn't hit anything, we are in free fall if (trace.fraction == 1.0) { pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->walking = pml.walking; pm->ps->groundPlane = pml.groundPlane; return; } // check if getting thrown off the ground if (pm->ps->velocity[2] > 0.0f && DotProduct(pm->ps->velocity, trace.plane.normal) > 150.0f) { if (pm->debugLevel) { Com_Printf("%i:kickoff\n", c_pmove); } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->walking = pml.walking; pm->ps->groundPlane = pml.groundPlane; return; } // slopes that are too steep will not be considered onground if (trace.plane.normal[2] < MIN_WALK_NORMAL) { vec3_t oldvel; float d; if (pm->debugLevel) { Com_Printf("%i:steep\n", c_pmove); } VectorCopy(pm->ps->velocity, oldvel); VectorSet(pm->ps->velocity, 0, 0, -1.0f / pml.frametime); PM_SlideMove(qfalse); d = VectorLength(pm->ps->velocity); VectorCopy(oldvel, pm->ps->velocity); if (d > (0.1f / pml.frametime)) { pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qtrue; pml.walking = qfalse; pm->ps->walking = pml.walking; pm->ps->groundPlane = pml.groundPlane; return; } } pml.groundPlane = qtrue; pml.walking = qtrue; if (pm->ps->groundEntityNum == ENTITYNUM_NONE) { // just hit the ground if (pm->debugLevel) { Com_Printf("%i:Land\n", c_pmove); } PM_CrashLand(); } pm->ps->groundEntityNum = trace.entityNum; PM_AddTouchEnt(trace.entityNum); pm->ps->walking = pml.walking; pm->ps->groundPlane = pml.groundPlane; } /* ============= 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) { pm->mins[0] = -15.0f; pm->mins[1] = -15.0f; pm->maxs[0] = 15.0f; pm->maxs[1] = 15.0f; pm->mins[2] = MINS_Z; if (pm->ps->pm_type == PM_DEAD) { pm->maxs[2] = DEAD_MINS_Z; pm->ps->viewheight = CROUCH_VIEWHEIGHT; return; } if (pm->protocol >= protocol_e::PROTOCOL_MOHTA_MIN) { // // Prone was removed in 2.0 // if (pm->ps->pm_flags & PMF_DUCKED) { pm->maxs[2] = 54.f; pm->ps->viewheight = CROUCH_VIEWHEIGHT; } else if (pm->ps->pm_flags & PMF_VIEW_JUMP_START) { pm->maxs[2] = 94.0f; pm->ps->viewheight = JUMP_START_VIEWHEIGHT; } else { pm->maxs[2] = 94.0f; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; } } else { if ((pm->ps->pm_flags & (PMF_DUCKED | PMF_VIEW_PRONE)) == (PMF_DUCKED | PMF_VIEW_PRONE)) { pm->maxs[2] = 54.0f; pm->ps->viewheight = CROUCH_VIEWHEIGHT; } else if (pm->ps->pm_flags & PMF_DUCKED) { pm->maxs[2] = 60.0f; pm->ps->viewheight = CROUCH_VIEWHEIGHT; } else if (pm->ps->pm_flags & PMF_VIEW_PRONE) { pm->maxs[2] = 20.0f; pm->ps->viewheight = PRONE_VIEWHEIGHT; } else if (pm->ps->pm_flags & PMF_VIEW_DUCK_RUN) { pm->maxs[2] = 94.0f; pm->mins[2] = 54.0f; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; } else if (pm->ps->pm_flags & PMF_VIEW_JUMP_START) { pm->maxs[2] = 94.0f; pm->ps->viewheight = JUMP_START_VIEWHEIGHT; } else { pm->maxs[2] = 94.0f; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; } } } //=================================================================== /* =============== 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 // 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) { // if ( pm->ps->powerups[PW_INVULNERABILITY] ) { // PM_ContinueLegsAnim( LEGS_IDLECR ); // } // 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->cmd.buttons & BUTTON_RUN)) { bobmove = 0.4f; // faster speeds bob faster footstep = qtrue; } else { bobmove = 0.3f; // walking bobs slow } // 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->pmoveEvent = EV_WATER_TOUCH; } // // if just completely exited a water volume, play a sound // if (pml.previous_waterlevel && !pm->waterlevel) { pm->pmoveEvent = EV_WATER_LEAVE; } // // check for head just going under water // if ((pml.previous_waterlevel != 3) && (pm->waterlevel == 3)) { pm->pmoveEvent = EV_WATER_UNDER; } // // check for head just coming out of water // if ((pml.previous_waterlevel == 3) && (pm->waterlevel != 3)) { pm->pmoveEvent = EV_WATER_CLEAR; } } /* =============== PM_BeginWeaponChange =============== */ static void PM_BeginWeaponChange(int weapon) {} /* =============== PM_FinishWeaponChange =============== */ static void PM_FinishWeaponChange(void) {} /* ============== 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) {} /* ================ PM_Animate ================ */ static void PM_Animate(void) {} /* ================ PM_DropTimers ================ */ static void PM_DropTimers(void) { pm->ps->pm_flags &= ~PMF_RESPAWNED; } /* ================ 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; int i; if (ps->pm_flags & PMF_FROZEN) { // no view changes at all return; } if (ps->stats[STAT_HEALTH] <= 0) { // no view changes at all return; } // circularly clamp the angles with deltas for (i = 0; i < 3; i++) { temp = 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 > 16000) { ps->delta_angles[i] = 16000 - cmd->angles[i]; temp = 16000; } else if (temp < -16000) { ps->delta_angles[i] = -16000 - cmd->angles[i]; temp = -16000; } } ps->viewangles[i] = SHORT2ANGLE(temp); } } /* ================ PmoveSingle ================ */ void PmoveSingle(pmove_t *pmove) { vec3_t tempVec; qboolean walking; pm = pmove; // 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 | CONTENTS_NOBOTCLIP); // corpses can fly through bodies } if (pmove->cmd.buttons & BUTTON_TALK) { pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; pmove->cmd.upmove = 0; pmove->cmd.buttons = BUTTON_TALK; pm->ps->fLeanAngle = 0.0f; } if (pm->ps->pm_type == PM_CLIMBWALL) { pm->ps->fLeanAngle = 0.0f; pm->cmd.buttons &= ~(BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT); } // 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; if ((pm->cmd.buttons & (BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT) && (pm->cmd.buttons & (BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT)) != (BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT)) && (!pm->cmd.forwardmove || pm->alwaysAllowLean) && (!pm->cmd.rightmove || pm->alwaysAllowLean) && (!pm->cmd.upmove || pm->alwaysAllowLean)) { if (pm->cmd.buttons & BUTTON_LEAN_LEFT) { if (pm->ps->fLeanAngle <= -pm->leanMax) { pm->ps->fLeanAngle = -pm->leanMax; } else { float fAngle = pml.frametime * (-pm->leanMax - pm->ps->fLeanAngle) * pm->leanAdd; float fLeanAngle = pml.frametime * -pm->leanSpeed; if (fAngle <= fLeanAngle) { fLeanAngle = fAngle; } pm->ps->fLeanAngle += fLeanAngle; } } else { if (pm->ps->fLeanAngle >= pm->leanMax) { pm->ps->fLeanAngle = pm->leanMax; } else { float fAngle = pm->leanMax - pm->ps->fLeanAngle; float fLeanAngle = pml.frametime * pm->leanSpeed; float fMult = pml.frametime * fAngle * pm->leanAdd; if (fLeanAngle <= fMult) { fLeanAngle = fMult; } else { fLeanAngle = fMult; } pm->ps->fLeanAngle += fLeanAngle; } } } else if (pm->ps->fLeanAngle) { float fAngle = pm->ps->fLeanAngle * pml.frametime * pm->leanRecoverSpeed; if (pm->ps->fLeanAngle <= 0.0f) { float fLeanAngle = pml.frametime * -pm->leanSpeed; if (fLeanAngle >= fAngle) { fLeanAngle = fAngle; } pm->ps->fLeanAngle -= fLeanAngle; if (pm->ps->fLeanAngle > 0) { pm->ps->fLeanAngle = 0; } } else { float fLeanAngle = pml.frametime * pm->leanSpeed; if (fLeanAngle <= fAngle) { fLeanAngle = fAngle; } pm->ps->fLeanAngle -= fLeanAngle; if (pm->ps->fLeanAngle < 0) { pm->ps->fLeanAngle = 0; } } } if (pm->ps->pm_flags & PMF_NO_LEAN) { pm->ps->fLeanAngle = 0; } // update the viewangles PM_UpdateViewAngles(pm->ps, &pm->cmd); AngleVectorsLeft(pm->ps->viewangles, pml.forward, pml.left, pml.up); VectorClear(tempVec); tempVec[YAW] = pm->ps->viewangles[YAW]; AngleVectorsLeft(tempVec, pml.flat_forward, pml.flat_left, pml.flat_up); if (pm->ps->pm_type >= PM_DEAD) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; pm->ps->fLeanAngle = 0.0f; } if (pm->ps->pm_type == PM_NOCLIP) { PM_NoclipMove(); PM_DropTimers(); return; } if ((pm->ps->pm_flags & PMF_NO_MOVE) || (pm->ps->pm_flags & PMF_FROZEN)) { PM_CheckDuck(); return; } // set watertype, and waterlevel PM_SetWaterLevel(); pml.previous_waterlevel = pmove->waterlevel; // set mins, maxs, and viewheight PM_CheckDuck(); // set groundentity PM_GroundTrace(); if (pm->ps->pm_type == PM_DEAD) { PM_DeadMove(); } PM_DropTimers(); if (pml.walking) { // walking on ground PM_WalkMove(); } else { // airborne PM_AirMove(); } walking = pml.walking; // set groundentity, watertype, and waterlevel PM_GroundTrace(); PM_SetWaterLevel(); // don't fall down stairs or do really short falls if (!pml.walking && (walking || ((pml.previous_velocity[2] >= 0) && (pm->ps->velocity[2] <= 0)))) { vec3_t point; trace_t trace; point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] - STEPSIZE; pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue, qfalse); if ((trace.fraction < 1.0f) && (!trace.allsolid)) { VectorCopy(trace.endpos, pm->ps->origin); // allow client to smooth out the step pm->stepped = qtrue; // requantify the player's position PM_GroundTrace(); PM_SetWaterLevel(); } } // entering / leaving water splashes PM_WaterEvents(); } void Pmove_GroundTrace(pmove_t *pmove) { memset(&pml, 0, sizeof(pml)); pml.msec = 1; pml.frametime = 0.001f; pm = pmove; PM_CheckDuck(); PM_GroundTrace(); } /* ================ 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; } // 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); } } static void PmoveAdjustViewAngleSettings_OnLadder( vec_t *vViewAngles, vec_t *vAngles, playerState_t *pPlayerState, entityState_t *pEntState ) { float fDelta; float deltayaw; float yawAngle; float temp; vAngles[0] = 0.0f; vAngles[2] = 0.0f; if (vViewAngles[0] > 73.0f) { vViewAngles[0] = 73.0f; } deltayaw = AngleSubtract(vViewAngles[1], vAngles[1]); yawAngle = 70.0f; if (deltayaw <= 70.0f) { yawAngle = deltayaw; if (deltayaw < -70.0f) { yawAngle = -70.0f; } } vViewAngles[1] = vAngles[1] + yawAngle; fDelta = sqrt(yawAngle * yawAngle + vViewAngles[0] * vViewAngles[0]); if (vViewAngles[0] <= 0.0f) { temp = 80.0f; } else { temp = 73.0f; } if (fDelta > temp) { float deltalimit = temp * 1.0f / fDelta; vViewAngles[0] *= deltalimit; vViewAngles[1] = yawAngle * deltalimit + vAngles[1]; } } void PmoveAdjustAngleSettings(vec_t *vViewAngles, vec_t *vAngles, playerState_t *pPlayerState, entityState_t *pEntState) { vec3_t temp, temp2; vec3_t armsAngles, torsoAngles, headAngles; float fTmp; if (pPlayerState->pm_type == PM_DEAD) { // set the default angles VectorSet(pEntState->bone_angles[HEAD_TAG], 0, 0, 0); VectorSet(pEntState->bone_angles[TORSO_TAG], 0, 0, 0); VectorSet(pEntState->bone_angles[ARMS_TAG], 0, 0, 0); VectorSet(pEntState->bone_angles[PELVIS_TAG], 0, 0, 0); QuatSet(pEntState->bone_quat[HEAD_TAG], 0, 0, 0, 1); QuatSet(pEntState->bone_quat[TORSO_TAG], 0, 0, 0, 1); QuatSet(pEntState->bone_quat[ARMS_TAG], 0, 0, 0, 1); QuatSet(pEntState->bone_quat[PELVIS_TAG], 0, 0, 0, 1); } else if (pPlayerState->pm_type == PM_CLIMBWALL) { PmoveAdjustViewAngleSettings_OnLadder(vViewAngles, vAngles, pPlayerState, pEntState); VectorSet(pEntState->bone_angles[TORSO_TAG], 0, 0, 0); VectorSet(pEntState->bone_angles[ARMS_TAG], 0, 0, 0); VectorSet(pEntState->bone_angles[PELVIS_TAG], 0, 0, 0); QuatSet(pEntState->bone_quat[TORSO_TAG], 0, 0, 0, 1); QuatSet(pEntState->bone_quat[ARMS_TAG], 0, 0, 0, 1); QuatSet(pEntState->bone_quat[PELVIS_TAG], 0, 0, 0, 1); AnglesSubtract(vViewAngles, vAngles, headAngles); VectorScale(headAngles, 0.5f, pEntState->bone_angles[HEAD_TAG]); EulerToQuat(headAngles, pEntState->bone_quat[HEAD_TAG]); } else { if (pPlayerState->pm_flags & PMF_TURRET) { vAngles[2] = 0; // Added in 2.0 // Clients checking this flag will draw an icon // above the head of teammates pEntState->eFlags |= EF_PLAYER_ARTILLERY; } else { fTmp = AngleMod(vViewAngles[1]); VectorSet(vAngles, 0, fTmp, 0); pEntState->eFlags &= ~EF_PLAYER_ARTILLERY; } if (pPlayerState->pm_flags & PMF_TURRET) { // set the default angles VectorSet(pEntState->bone_angles[TORSO_TAG], 0, 0, 0); VectorSet(pEntState->bone_angles[ARMS_TAG], 0, 0, 0); VectorSet(pEntState->bone_angles[PELVIS_TAG], 0, 0, 0); QuatSet(pEntState->bone_quat[TORSO_TAG], 0, 0, 0, 1); QuatSet(pEntState->bone_quat[ARMS_TAG], 0, 0, 0, 1); QuatSet(pEntState->bone_quat[PELVIS_TAG], 0, 0, 0, 1); AnglesSubtract(vViewAngles, vAngles, headAngles); // Added in 2.0 // Prevent rotating the player head like a monster if (headAngles[1] > 90) { headAngles[1] = 90; } if (headAngles[1] < -90) { headAngles[1] = -90; } VectorCopy(headAngles, pEntState->bone_angles[HEAD_TAG]); EulerToQuat(pEntState->bone_angles[HEAD_TAG], pEntState->bone_quat[HEAD_TAG]); return; } fTmp = AngleMod(vViewAngles[0]); VectorSet(temp, fTmp, 0, pPlayerState->fLeanAngle * 0.60f); VectorSet(temp2, fTmp, 0, pPlayerState->fLeanAngle); if (fTmp > 180.0f) { temp2[0] = fTmp - 360.0f; } temp2[0] = 0.90f * temp2[0] * 0.70f; AnglesSubtract(temp, temp2, headAngles); VectorCopy(headAngles, pEntState->bone_angles[HEAD_TAG]); EulerToQuat(pEntState->bone_angles[HEAD_TAG], pEntState->bone_quat[HEAD_TAG]); if (temp2[0] <= 0.0f) { fTmp = -0.1f; } else { fTmp = 0.3f; } VectorSet(temp, fTmp * temp2[0], 0, pPlayerState->fLeanAngle * 0.8f); VectorCopy(temp, pEntState->bone_angles[PELVIS_TAG]); EulerToQuat(pEntState->bone_angles[PELVIS_TAG], pEntState->bone_quat[PELVIS_TAG]); float fDelta = (1.0f - fTmp) * temp2[0]; if (vViewAngles[0] <= 0.0f) { VectorSet(torsoAngles, fDelta * 0.60f, 0, pPlayerState->fLeanAngle * 0.2f * -0.1f); VectorSet(armsAngles, fDelta * 0.40f, 0, pPlayerState->fLeanAngle * 0.2f * 1.1f); } else { VectorSet(torsoAngles, fDelta * 0.70f, 0, pPlayerState->fLeanAngle * 0.2f * -0.1f); VectorSet(armsAngles, fDelta * 0.30f, 0, pPlayerState->fLeanAngle * 0.2f * 1.1f); } VectorCopy(torsoAngles, pEntState->bone_angles[TORSO_TAG]); EulerToQuat(pEntState->bone_angles[TORSO_TAG], pEntState->bone_quat[TORSO_TAG]); VectorCopy(armsAngles, pEntState->bone_angles[ARMS_TAG]); EulerToQuat(pEntState->bone_angles[ARMS_TAG], pEntState->bone_quat[ARMS_TAG]); } } // Used to set arms angles accordingly, calculated client-side // Without it, the arms will look like it has latency void PmoveAdjustAngleSettings_Client( vec_t *vViewAngles, vec_t *vAngles, playerState_t *pPlayerState, entityState_t *pEntState ) { vec3_t torsoAngles; int i; if (pPlayerState->pm_type == PM_DEAD) { for (i = 0; i < NUM_BONE_CONTROLLERS; i++) { VectorClear(pEntState->bone_angles[i]); QuatClear(pEntState->bone_quat[i]); } } else if (pPlayerState->pm_type == PM_CLIMBWALL) { vec3_t headAngles; PmoveAdjustViewAngleSettings_OnLadder(vViewAngles, vAngles, pPlayerState, pEntState); VectorSet(torsoAngles, AngleMod(vViewAngles[0]), 0.0, pPlayerState->fLeanAngle * 0.7); if (torsoAngles[0] > 180.0) { torsoAngles[0] -= 180.0; } torsoAngles[0] += 8.0; VectorClear(pEntState->bone_angles[TORSO_TAG]); QuatClear(pEntState->bone_quat[TORSO_TAG]); VectorClear(pEntState->bone_angles[PELVIS_TAG]); QuatClear(pEntState->bone_quat[PELVIS_TAG]); VectorCopy(torsoAngles, pEntState->bone_angles[ARMS_TAG]); EulerToQuat(pEntState->bone_angles[ARMS_TAG], pEntState->bone_quat[ARMS_TAG]); // head angles AnglesSubtract(vViewAngles, vAngles, headAngles); headAngles[0] *= 0.5; AnglesSubtract(headAngles, torsoAngles, headAngles); VectorCopy(headAngles, pEntState->bone_angles[HEAD_TAG]); EulerToQuat(pEntState->bone_angles[HEAD_TAG], pEntState->bone_quat[HEAD_TAG]); } else { // Clear the head, torso and pelvis VectorClear(pEntState->bone_angles[HEAD_TAG]); QuatClear(pEntState->bone_quat[HEAD_TAG]); VectorClear(pEntState->bone_angles[TORSO_TAG]); QuatClear(pEntState->bone_quat[TORSO_TAG]); VectorClear(pEntState->bone_angles[PELVIS_TAG]); QuatClear(pEntState->bone_quat[PELVIS_TAG]); VectorSet(vAngles, 0, AngleMod(vViewAngles[1]), 0); VectorSet(torsoAngles, AngleMod(vViewAngles[0]), 0, pPlayerState->fLeanAngle * 0.7); if (torsoAngles[0] > 180.0) { torsoAngles[0] -= 360.0; } torsoAngles[0] += 8.0; VectorCopy(torsoAngles, pEntState->bone_angles[ARMS_TAG]); EulerToQuat(pEntState->bone_angles[ARMS_TAG], pEntState->bone_quat[ARMS_TAG]); } }