Esempio n. 1
0
/*
===================
PM_FlyMove

Only with the flight powerup
===================
*/
static void PM_FlyMove( void ) {
	int		i;
	vec3_t	wishvel;
	float	wishspeed;
	vec3_t	wishdir;
	float	scale;

	// normal slowdown
	PM_Friction ();

	scale = PM_CmdScale( &pm->cmd );
	//
	// user intentions
	//
	if ( !scale ) {
		wishvel[0] = 0;
		wishvel[1] = 0;
		wishvel[2] = 0;
	} else {
		for (i=0 ; i<3 ; i++) {
			wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
		}

		wishvel[2] += scale * pm->cmd.upmove;
	}

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);

	PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate);

	PM_StepSlideMove( qfalse );
}
Esempio n. 2
0
/*
===================
PM_AirMove

===================
*/
static void PM_AirMove( void ) {
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;
	float		scale;
	usercmd_t	cmd;

	PM_Friction();

	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.rightmove;

	cmd = pm->cmd;
	scale = PM_CmdScale( &cmd );

	// set the movementDir so clients can rotate the legs for strafing
	PM_SetMovementDir();

	// project moves down to flat plane
	pml.forward[2] = 0;
	pml.right[2] = 0;
	VectorNormalize (pml.forward);
	VectorNormalize (pml.right);

	for ( i = 0 ; i < 2 ; i++ ) {
		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
	}
	wishvel[2] = 0;

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);
	wishspeed *= scale;

	// not on ground, so little effect on velocity
	PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);

	// we may have a ground plane that is very steep, even
	// though we don't have a groundentity
	// slide along the steep plane
	if ( pml.groundPlane ) {
		PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
			pm->ps->velocity, OVERCLIP );
	}

#if 0
	//ZOID:  If we are on the grapple, try stair-stepping
	//this allows a player to use the grapple to pull himself
	//over a ledge
	if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
		PM_StepSlideMove ( qtrue );
	else
		PM_SlideMove ( qtrue );
#endif

	PM_StepSlideMove ( qtrue );
}
Esempio n. 3
0
/*
===============
PM_NoclipMove
===============
*/
static void PM_NoclipMove( void ) {
	float	speed, drop, friction, control, newspeed;
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;
	float		scale;

	pm->ps->viewheight = DEFAULT_VIEWHEIGHT;

	// friction

	speed = VectorLength (pm->ps->velocity);
	if (speed < 1)
	{
		VectorCopy (vec3_origin, pm->ps->velocity);
	}
	else
	{
		drop = 0;

		friction = pm_friction*1.5;	// extra friction
		control = speed < pm_stopspeed ? pm_stopspeed : speed;
		drop += control*friction*pml.frametime;

		// scale the velocity
		newspeed = speed - drop;
		if (newspeed < 0)
			newspeed = 0;
		newspeed /= speed;

		VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
	}

	// accelerate
	scale = PM_CmdScale( &pm->cmd );

	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.rightmove;
	
	for (i=0 ; i<3 ; i++)
		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
	wishvel[2] += pm->cmd.upmove;

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);
	wishspeed *= scale;

	PM_Accelerate( wishdir, wishspeed, pm_accelerate );

	// move
	VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
}
Esempio n. 4
0
/*
===================
PM_LadderMove()
by: Calrathan [Arthur Tomlin]

Right now all I know is that this works for VERTICAL ladders. 
Ladders with angles on them (urban2 for AQ2) haven't been tested.
===================
*/
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 );

	// user intentions [what the user is attempting to do]
	if ( !scale ) { 
		wishvel[0] = 0;
		wishvel[1] = 0;
		wishvel[2] = 0;
	}
	else {   // if they're trying to move... lets calculate it
		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_ladderScale ) {
		wishspeed = pm->ps->speed * pm_ladderScale;
	}

	PM_Accelerate (wishdir, wishspeed, pm_ladderAccelerate);

	// This SHOULD help us with sloped ladders, but it remains untested.
	if ( pml.groundPlane && DotProduct( pm->ps->velocity,
		pml.groundTrace.plane.normal ) < 0 ) {
		vel = VectorLength(pm->ps->velocity);
		// slide along the ground plane [the ladder section under our feet] 
		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 ); // move without gravity
}
Esempio n. 5
0
/*
===================
PM_WalkMove

===================
*/
static void PM_WalkMove( void ) {
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;
	float		scale;
	usercmd_t	cmd;
	float		accelerate;
	float		vel;

	if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
		// begin swimming
		PM_WaterMove();
		return;
	}


	if ( PM_CheckJump () ) {
		// jumped away
		if ( pm->waterlevel > 1 ) {
			PM_WaterMove();
		} else {
			PM_AirMove();
		}
		return;
	}

	PM_Friction ();

	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.rightmove;

	cmd = pm->cmd;
	scale = PM_CmdScale( &cmd );

	// set the movementDir so clients can rotate the legs for strafing
	PM_SetMovementDir();

	// project moves down to flat plane
	pml.forward[2] = 0;
	pml.right[2] = 0;

	// project the forward and right directions onto the ground plane
	PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
	PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
	//
	VectorNormalize (pml.forward);
	VectorNormalize (pml.right);

	for ( i = 0 ; i < 3 ; i++ ) {
		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
	}
	// when going up or down slopes the wish velocity should Not be zero
//	wishvel[2] = 0;

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);
	wishspeed *= scale;

	// clamp the speed lower if ducking
	if ( pm->ps->pm_flags & PMF_DUCKED ) {
		if ( wishspeed > pm->ps->speed * pm_duckScale ) {
			wishspeed = pm->ps->speed * pm_duckScale;
		}
	}

	// clamp the speed lower if wading or walking on the bottom
	if ( pm->waterlevel ) {
		float	waterScale;

		waterScale = pm->waterlevel / 3.0;
		waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
		if ( wishspeed > pm->ps->speed * waterScale ) {
			wishspeed = pm->ps->speed * waterScale;
		}
	}

	// when a player gets hit, they temporarily lose
	// full control, which allows them to be moved a bit
	if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
		accelerate = pm_airaccelerate;
	} else {
		accelerate = pm_accelerate;
	}

	PM_Accelerate (wishdir, wishspeed, accelerate);

	//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
	//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));

	if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
		pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
	} else {
		// don't reset the z velocity for slopes
//		pm->ps->velocity[2] = 0;
	}

	vel = VectorLength(pm->ps->velocity);

	// slide along the ground plane
	PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
		pm->ps->velocity, OVERCLIP );

	// don't decrease velocity when going up or down a slope
	VectorNormalize(pm->ps->velocity);
	VectorScale(pm->ps->velocity, vel, pm->ps->velocity);

	// don't do anything if standing still
	if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
		return;
	}

	PM_StepSlideMove( qfalse );

	//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));

}
Esempio n. 6
0
/*
===================
PM_WaterMove

===================
*/
static void PM_WaterMove( void ) {
	int		i;
	vec3_t	wishvel;
	float	wishspeed;
	vec3_t	wishdir;
	float	scale;
	float	vel;

	if ( PM_CheckWaterJump() ) {
		PM_WaterJumpMove();
		return;
	}
#if 0
	// jump = head for surface
	if ( pm->cmd.upmove >= 10 ) {
		if (pm->ps->velocity[2] > -300) {
			if ( pm->watertype == CONTENTS_WATER ) {
				pm->ps->velocity[2] = 100;
			} else if (pm->watertype == CONTENTS_SLIME) {
				pm->ps->velocity[2] = 80;
			} else {
				pm->ps->velocity[2] = 50;
			}
		}
	}
#endif
	PM_Friction ();

	scale = PM_CmdScale( &pm->cmd );
	//
	// user intentions
	//
	if ( !scale ) {
		wishvel[0] = 0;
		wishvel[1] = 0;
		wishvel[2] = -60;		// sink towards bottom
	} else {
		for (i=0 ; i<3 ; i++)
			wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;

		wishvel[2] += scale * pm->cmd.upmove;
	}

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);

	if ( wishspeed > pm->ps->speed * pm_swimScale ) {
		wishspeed = pm->ps->speed * pm_swimScale;
	}

	PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);

	// make sure we can go up slopes easily under water
	if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
		vel = VectorLength(pm->ps->velocity);
		// slide along the ground plane
		PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
			pm->ps->velocity, OVERCLIP );

		VectorNormalize(pm->ps->velocity);
		VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
	}

	PM_SlideMove( qfalse );
}