//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "cbase.h" #include "gamemovement.h" #include "tf_gamerules.h" #include "tf_shareddefs.h" #include "in_buttons.h" #include "movevars_shared.h" #include "collisionutils.h" #include "debugoverlay_shared.h" #include "baseobject_shared.h" #include "particle_parse.h" #include "baseobject_shared.h" #include "coordsize.h" #ifdef CLIENT_DLL #include "c_tf_player.h" #include "c_world.h" #include "c_team.h" #define CTeam C_Team #else #include "tf_player.h" #include "team.h" #endif ConVar tf_maxspeed( "tf_maxspeed", "400", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY); ConVar tf_showspeed( "tf_showspeed", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); ConVar tf_avoidteammates( "tf_avoidteammates", "1", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_solidobjects( "tf_solidobjects", "1", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_clamp_back_speed( "tf_clamp_back_speed", "0.9", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); ConVar tf_clamp_back_speed_min( "tf_clamp_back_speed_min", "100", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); #define TF_MAX_SPEED 400 #define TF_WATERJUMP_FORWARD 30 #define TF_WATERJUMP_UP 300 //ConVar tf_waterjump_up( "tf_waterjump_up", "300", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); //ConVar tf_waterjump_forward( "tf_waterjump_forward", "30", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); class CTFGameMovement : public CGameMovement { public: DECLARE_CLASS( CTFGameMovement, CGameMovement ); CTFGameMovement(); virtual void PlayerMove(); virtual unsigned int PlayerSolidMask( bool brushOnly = false ); virtual void ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove ); virtual bool CanAccelerate(); virtual bool CheckJumpButton(); virtual bool CheckWater( void ); virtual void WaterMove( void ); virtual void FullWalkMove(); virtual void WalkMove( void ); virtual void AirMove( void ); virtual void FullTossMove( void ); virtual void CategorizePosition( void ); virtual void CheckFalling( void ); virtual void Duck( void ); virtual Vector GetPlayerViewOffset( bool ducked ) const; virtual void TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm ); virtual CBaseHandle TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm ); virtual void StepMove( Vector &vecDestination, trace_t &trace ); virtual bool GameHasLadders() const; virtual void SetGroundEntity( trace_t *pm ); virtual void PlayerRoughLandingEffects( float fvol ); protected: virtual void CheckWaterJump(void ); void FullWalkMoveUnderwater(); private: bool CheckWaterJumpButton( void ); void AirDash( void ); void PreventBunnyJumping(); private: Vector m_vecWaterPoint; CTFPlayer *m_pTFPlayer; }; // Expose our interface. static CTFGameMovement g_GameMovement; IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement; EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement ); // ---------------------------------------------------------------------------------------- // // CTFGameMovement. // ---------------------------------------------------------------------------------------- // CTFGameMovement::CTFGameMovement() { m_pTFPlayer = NULL; } //---------------------------------------------------------------------------------------- // Purpose: moves the player //---------------------------------------------------------------------------------------- void CTFGameMovement::PlayerMove() { // call base class to do movement BaseClass::PlayerMove(); // handle player's interaction with water int nNewWaterLevel = m_pTFPlayer->GetWaterLevel(); if ( m_nOldWaterLevel != nNewWaterLevel ) { if ( WL_NotInWater == m_nOldWaterLevel ) { // The player has just entered the water. Determine if we should play a splash sound. bool bPlaySplash = false; Vector vecVelocity = m_pTFPlayer->GetAbsVelocity(); if ( vecVelocity.z <= -200.0f ) { // If the player has significant downward velocity, play a splash regardless of water depth. (e.g. Jumping hard into a puddle) bPlaySplash = true; } else { // Look at the water depth below the player. If it's significantly deep, play a splash to accompany the sinking that's about to happen. Vector vecStart = m_pTFPlayer->GetAbsOrigin(); Vector vecEnd = vecStart; vecEnd.z -= 20; // roughly thigh deep trace_t tr; // see if we hit anything solid a little bit below the player UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction >= 1.0f ) { // some amount of water below the player, play a splash bPlaySplash = true; } } if ( bPlaySplash ) { m_pTFPlayer->EmitSound( "Physics.WaterSplash" ); } } } } Vector CTFGameMovement::GetPlayerViewOffset( bool ducked ) const { return ducked ? VEC_DUCK_VIEW : ( m_pTFPlayer->GetClassEyeHeight() ); } //----------------------------------------------------------------------------- // Purpose: Allow bots etc to use slightly different solid masks //----------------------------------------------------------------------------- unsigned int CTFGameMovement::PlayerSolidMask( bool brushOnly ) { unsigned int uMask = 0; if ( m_pTFPlayer ) { switch( m_pTFPlayer->GetTeamNumber() ) { case TF_TEAM_RED: uMask = CONTENTS_BLUETEAM; break; case TF_TEAM_BLUE: uMask = CONTENTS_REDTEAM; break; } } return ( uMask | BaseClass::PlayerSolidMask( brushOnly ) ); } //----------------------------------------------------------------------------- // Purpose: Overridden to allow players to run faster than the maxspeed //----------------------------------------------------------------------------- void CTFGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove ) { // Verify data. Assert( pBasePlayer ); Assert( pMove ); if ( !pBasePlayer || !pMove ) return; // Reset point contents for water check. ResetGetPointContentsCache(); // Cropping movement speed scales mv->m_fForwardSpeed etc. globally // Once we crop, we don't want to recursively crop again, so we set the crop // flag globally here once per usercmd cycle. m_iSpeedCropped = SPEED_CROPPED_RESET; // Get the current TF player. m_pTFPlayer = ToTFPlayer( pBasePlayer ); player = m_pTFPlayer; mv = pMove; // The max speed is currently set to the scout - if this changes we need to change this! mv->m_flMaxSpeed = TF_MAX_SPEED; /*tf_maxspeed.GetFloat();*/ // Run the command. PlayerMove(); FinishMove(); } bool CTFGameMovement::CanAccelerate() { // Only allow the player to accelerate when in certain states. int nCurrentState = m_pTFPlayer->m_Shared.GetState(); if ( nCurrentState == TF_STATE_ACTIVE ) { return player->GetWaterJumpTime() == 0; } else if ( player->IsObserver() ) { return true; } else { return false; } } //----------------------------------------------------------------------------- // Purpose: Check to see if we are in water. If so the jump button acts like a // swim upward key. //----------------------------------------------------------------------------- bool CTFGameMovement::CheckWaterJumpButton( void ) { // See if we are water jumping. If so, decrement count and return. if ( player->m_flWaterJumpTime ) { player->m_flWaterJumpTime -= gpGlobals->frametime; if (player->m_flWaterJumpTime < 0) { player->m_flWaterJumpTime = 0; } return false; } // In water above our waist. if ( player->GetWaterLevel() >= 2 ) { // Swimming, not jumping. SetGroundEntity( NULL ); // We move up a certain amount. if ( player->GetWaterType() == CONTENTS_WATER ) { mv->m_vecVelocity[2] = 100; } else if ( player->GetWaterType() == CONTENTS_SLIME ) { mv->m_vecVelocity[2] = 80; } // Play swiming sound. if ( player->m_flSwimSoundTime <= 0 ) { // Don't play sound again for 1 second. player->m_flSwimSoundTime = 1000; PlaySwimSound(); } return false; } return true; } void CTFGameMovement::AirDash( void ) { // Apply approx. the jump velocity added to an air dash. Assert( sv_gravity.GetFloat() == 800.0f ); float flDashZ = 268.3281572999747f; // Get the wish direction. Vector vecForward, vecRight; AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, NULL ); vecForward.z = 0.0f; vecRight.z = 0.0f; VectorNormalize( vecForward ); VectorNormalize( vecRight ); // Copy movement amounts float flForwardMove = mv->m_flForwardMove; float flSideMove = mv->m_flSideMove; // Find the direction,velocity in the x,y plane. Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ), ( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ), 0.0f ); // Update the velocity on the scout. mv->m_vecVelocity = vecWishDirection; mv->m_vecVelocity.z += flDashZ; m_pTFPlayer->m_Shared.SetAirDash( true ); // Play the gesture. m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_DOUBLEJUMP ); } // Only allow bunny jumping up to 1.2x server / player maxspeed setting #define BUNNYJUMP_MAX_SPEED_FACTOR 1.2f void CTFGameMovement::PreventBunnyJumping() { // Speed at which bunny jumping is limited float maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * player->m_flMaxspeed; if ( maxscaledspeed <= 0.0f ) return; // Current player speed float spd = mv->m_vecVelocity.Length(); if ( spd <= maxscaledspeed ) return; // Apply this cropping fraction to velocity float fraction = ( maxscaledspeed / spd ); mv->m_vecVelocity *= fraction; } bool CTFGameMovement::CheckJumpButton() { // Are we dead? Then we cannot jump. if ( player->pl.deadflag ) return false; // Check to see if we are in water. if ( !CheckWaterJumpButton() ) return false; // Cannot jump while taunting if ( m_pTFPlayer->m_Shared.InCond( TF_COND_TAUNTING ) ) return false; // Check to see if the player is a scout. bool bScout = m_pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_SCOUT ); bool bAirDash = false; bool bOnGround = ( player->GetGroundEntity() != NULL ); // Cannot jump will ducked. if ( player->GetFlags() & FL_DUCKING ) { // Let a scout do it. bool bAllow = ( bScout && !bOnGround ); if ( !bAllow ) return false; } // Cannot jump while in the unduck transition. if ( ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) ) || ( player->m_Local.m_flDuckJumpTime > 0.0f ) ) return false; // Cannot jump again until the jump button has been released. if ( mv->m_nOldButtons & IN_JUMP ) return false; // In air, so ignore jumps (unless you are a scout). if ( !bOnGround ) { if ( bScout && !m_pTFPlayer->m_Shared.IsAirDashing() ) { bAirDash = true; } else { mv->m_nOldButtons |= IN_JUMP; return false; } } // Check for an air dash. if ( bAirDash ) { AirDash(); return true; } PreventBunnyJumping(); // Start jump animation and player sound (specific TF animation and flags). m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP ); player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true ); m_pTFPlayer->m_Shared.SetJumping( true ); // Set the player as in the air. SetGroundEntity( NULL ); // Check the surface the player is standing on to see if it impacts jumping. float flGroundFactor = 1.0f; if ( player->m_pSurfaceData ) { flGroundFactor = player->m_pSurfaceData->game.jumpFactor; } // fMul = sqrt( 2.0 * gravity * jump_height (21.0units) ) * GroundFactor Assert( sv_gravity.GetFloat() == 800.0f ); float flMul = 268.3281572999747f * flGroundFactor; // Save the current z velocity. float flStartZ = mv->m_vecVelocity[2]; // Acclerate upward if ( ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) ) { // If we are ducking... // d = 0.5 * g * t^2 - distance traveled with linear accel // t = sqrt(2.0 * 45 / g) - how long to fall 45 units // v = g * t - velocity at the end (just invert it to jump up that high) // v = g * sqrt(2.0 * 45 / g ) // v^2 = g * g * 2.0 * 45 / g // v = sqrt( g * 2.0 * 45 ) mv->m_vecVelocity[2] = flMul; // 2 * gravity * jump_height * ground_factor } else { mv->m_vecVelocity[2] += flMul; // 2 * gravity * jump_height * ground_factor } // Apply gravity. FinishGravity(); // Save the output data for the physics system to react to if need be. mv->m_outJumpVel.z += mv->m_vecVelocity[2] - flStartZ; mv->m_outStepHeight += 0.15f; // Flag that we jumped and don't jump again until it is released. mv->m_nOldButtons |= IN_JUMP; return true; } bool CTFGameMovement::CheckWater( void ) { Vector vecPlayerMin = GetPlayerMins(); Vector vecPlayerMax = GetPlayerMaxs(); Vector vecPoint( ( mv->GetAbsOrigin().x + ( vecPlayerMin.x + vecPlayerMax.x ) * 0.5f ), ( mv->GetAbsOrigin().y + ( vecPlayerMin.y + vecPlayerMax.y ) * 0.5f ), ( mv->GetAbsOrigin().z + vecPlayerMin.z + 1 ) ); // Assume that we are not in water at all. int wl = WL_NotInWater; int wt = CONTENTS_EMPTY; // Check to see if our feet are underwater. int nContents = GetPointContentsCached( vecPoint, 0 ); if ( nContents & MASK_WATER ) { // Clear our jump flag, because we have landed in water. m_pTFPlayer->m_Shared.SetJumping( false ); // Set water type and level. wt = nContents; wl = WL_Feet; float flWaistZ = mv->GetAbsOrigin().z + ( vecPlayerMin.z + vecPlayerMax.z ) * 0.5f + 12.0f; // Now check eyes vecPoint.z = mv->GetAbsOrigin().z + player->GetViewOffset()[2]; nContents = GetPointContentsCached( vecPoint, 1 ); if ( nContents & MASK_WATER ) { // In over our eyes wl = WL_Eyes; VectorCopy( vecPoint, m_vecWaterPoint ); m_vecWaterPoint.z = flWaistZ; } else { // Now check a point that is at the player hull midpoint (waist) and see if that is underwater. vecPoint.z = flWaistZ; nContents = GetPointContentsCached( vecPoint, 2 ); if ( nContents & MASK_WATER ) { // Set the water level at our waist. wl = WL_Waist; VectorCopy( vecPoint, m_vecWaterPoint ); } } } player->SetWaterLevel( wl ); player->SetWaterType( wt ); // If we just transitioned from not in water to water, record the time for splashes, etc. if ( ( WL_NotInWater == m_nOldWaterLevel ) && ( wl > WL_NotInWater ) ) { m_flWaterEntryTime = gpGlobals->curtime; } return ( wl > WL_Feet ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::WaterMove( void ) { int i; float wishspeed; Vector wishdir; Vector start, dest; Vector temp; trace_t pm; float speed, newspeed, addspeed, accelspeed; // Determine movement angles. Vector vecForward, vecRight, vecUp; AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp ); // Calculate the desired direction and speed. Vector vecWishVelocity; int iAxis; for ( iAxis = 0 ; iAxis < 3; ++iAxis ) { vecWishVelocity[iAxis] = ( vecForward[iAxis] * mv->m_flForwardMove ) + ( vecRight[iAxis] * mv->m_flSideMove ); } // Check for upward velocity (JUMP). if ( mv->m_nButtons & IN_JUMP ) { if ( player->GetWaterLevel() == WL_Eyes ) { vecWishVelocity[2] += mv->m_flClientMaxSpeed; } } // Sinking if not moving. else if ( !mv->m_flForwardMove && !mv->m_flSideMove && !mv->m_flUpMove ) { vecWishVelocity[2] -= 60; } // Move up based on view angle. else { vecWishVelocity[2] += mv->m_flUpMove; } // Copy it over and determine speed VectorCopy( vecWishVelocity, wishdir ); wishspeed = VectorNormalize( wishdir ); // Cap speed. if (wishspeed > mv->m_flMaxSpeed) { VectorScale( vecWishVelocity, mv->m_flMaxSpeed/wishspeed, vecWishVelocity ); wishspeed = mv->m_flMaxSpeed; } // Slow us down a bit. wishspeed *= 0.8; // Water friction VectorCopy( mv->m_vecVelocity, temp ); speed = VectorNormalize( temp ); if ( speed ) { newspeed = speed - gpGlobals->frametime * speed * sv_friction.GetFloat() * player->m_surfaceFriction; if ( newspeed < 0.1f ) { newspeed = 0; } VectorScale (mv->m_vecVelocity, newspeed/speed, mv->m_vecVelocity); } else { newspeed = 0; } // water acceleration if (wishspeed >= 0.1f) // old ! { addspeed = wishspeed - newspeed; if (addspeed > 0) { VectorNormalize(vecWishVelocity); accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction; if (accelspeed > addspeed) { accelspeed = addspeed; } for (i = 0; i < 3; i++) { float deltaSpeed = accelspeed * vecWishVelocity[i]; mv->m_vecVelocity[i] += deltaSpeed; mv->m_outWishVel[i] += deltaSpeed; } } } VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity); // Now move // assume it is a stair or a slope, so press down from stepheight above VectorMA (mv->GetAbsOrigin(), gpGlobals->frametime, mv->m_vecVelocity, dest); TracePlayerBBox( mv->GetAbsOrigin(), dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm ); if ( pm.fraction == 1.0f ) { VectorCopy( dest, start ); if ( player->m_Local.m_bAllowAutoMovement ) { start[2] += player->m_Local.m_flStepSize + 1; } TracePlayerBBox( start, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm ); if (!pm.startsolid && !pm.allsolid) { #if 0 float stepDist = pm.endpos.z - mv->GetAbsOrigin().z; mv->m_outStepHeight += stepDist; // walked up the step, so just keep result and exit Vector vecNewWaterPoint; VectorCopy( m_vecWaterPoint, vecNewWaterPoint ); vecNewWaterPoint.z += ( dest.z - mv->GetAbsOrigin().z ); bool bOutOfWater = !( enginetrace->GetPointContents( vecNewWaterPoint ) & MASK_WATER ); if ( bOutOfWater && ( mv->m_vecVelocity.z > 0.0f ) && ( pm.fraction == 1.0f ) ) { // Check the waist level water positions. trace_t traceWater; UTIL_TraceLine( vecNewWaterPoint, m_vecWaterPoint, CONTENTS_WATER, player, COLLISION_GROUP_NONE, &traceWater ); if( traceWater.fraction < 1.0f ) { float flFraction = 1.0f - traceWater.fraction; // Vector vecSegment; // VectorSubtract( mv->GetAbsOrigin(), dest, vecSegment ); // VectorMA( mv->GetAbsOrigin(), flFraction, vecSegment, mv->GetAbsOrigin() ); float flZDiff = dest.z - mv->GetAbsOrigin().z; float flSetZ = mv->GetAbsOrigin().z + ( flFraction * flZDiff ); flSetZ -= 0.0325f; VectorCopy (pm.endpos, mv->GetAbsOrigin()); mv->GetAbsOrigin().z = flSetZ; VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); mv->m_vecVelocity.z = 0.0f; } } else { VectorCopy (pm.endpos, mv->GetAbsOrigin()); VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); } return; #endif float stepDist = pm.endpos.z - mv->GetAbsOrigin().z; mv->m_outStepHeight += stepDist; // walked up the step, so just keep result and exit mv->SetAbsOrigin( pm.endpos ); VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); return; } // Try moving straight along out normal path. TryPlayerMove(); } else { if ( !player->GetGroundEntity() ) { TryPlayerMove(); VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); return; } StepMove( dest, pm ); } VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::WalkMove( void ) { // Get the movement angles. Vector vecForward, vecRight, vecUp; AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp ); vecForward.z = 0.0f; vecRight.z = 0.0f; VectorNormalize( vecForward ); VectorNormalize( vecRight ); // Copy movement amounts float flForwardMove = mv->m_flForwardMove; float flSideMove = mv->m_flSideMove; // Find the direction,velocity in the x,y plane. Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ), ( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ), 0.0f ); // Calculate the speed and direction of movement, then clamp the speed. float flWishSpeed = VectorNormalize( vecWishDirection ); flWishSpeed = clamp( flWishSpeed, 0.0f, mv->m_flMaxSpeed ); // Accelerate in the x,y plane. mv->m_vecVelocity.z = 0; Accelerate( vecWishDirection, flWishSpeed, sv_accelerate.GetFloat() ); Assert( mv->m_vecVelocity.z == 0.0f ); // Clamp the players speed in x,y. float flNewSpeed = VectorLength( mv->m_vecVelocity ); if ( flNewSpeed > mv->m_flMaxSpeed ) { float flScale = ( mv->m_flMaxSpeed / flNewSpeed ); mv->m_vecVelocity.x *= flScale; mv->m_vecVelocity.y *= flScale; } // Now reduce their backwards speed to some percent of max, if they are travelling backwards // unless they are under some minimum, to not penalize deployed snipers or heavies if ( tf_clamp_back_speed.GetFloat() < 1.0 && VectorLength( mv->m_vecVelocity ) > tf_clamp_back_speed_min.GetFloat() ) { float flDot = DotProduct( vecForward, mv->m_vecVelocity ); // are we moving backwards at all? if ( flDot < 0 ) { Vector vecBackMove = vecForward * flDot; Vector vecRightMove = vecRight * DotProduct( vecRight, mv->m_vecVelocity ); // clamp the back move vector if it is faster than max float flBackSpeed = VectorLength( vecBackMove ); float flMaxBackSpeed = ( mv->m_flMaxSpeed * tf_clamp_back_speed.GetFloat() ); if ( flBackSpeed > flMaxBackSpeed ) { vecBackMove *= flMaxBackSpeed / flBackSpeed; } // reassemble velocity mv->m_vecVelocity = vecBackMove + vecRightMove; } } // Add base velocity to the player's current velocity - base velocity = velocity from conveyors, etc. VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); // Calculate the current speed and return if we are not really moving. float flSpeed = VectorLength( mv->m_vecVelocity ); if ( flSpeed < 1.0f ) { // I didn't remove the base velocity here since it wasn't moving us in the first place. mv->m_vecVelocity.Init(); return; } // Calculate the destination. Vector vecDestination; vecDestination.x = mv->GetAbsOrigin().x + ( mv->m_vecVelocity.x * gpGlobals->frametime ); vecDestination.y = mv->GetAbsOrigin().y + ( mv->m_vecVelocity.y * gpGlobals->frametime ); vecDestination.z = mv->GetAbsOrigin().z; // Try moving to the destination. trace_t trace; TracePlayerBBox( mv->GetAbsOrigin(), vecDestination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace ); if ( trace.fraction == 1.0f ) { // Made it to the destination (remove the base velocity). mv->SetAbsOrigin( trace.endpos ); VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); // Save the wish velocity. mv->m_outWishVel += ( vecWishDirection * flWishSpeed ); // Try and keep the player on the ground. // NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test // StayOnGround(); return; } // Now try and do a step move. StepMove( vecDestination, trace ); // Remove base velocity. Vector baseVelocity = player->GetBaseVelocity(); VectorSubtract( mv->m_vecVelocity, baseVelocity, mv->m_vecVelocity ); // Save the wish velocity. mv->m_outWishVel += ( vecWishDirection * flWishSpeed ); // Try and keep the player on the ground. // NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test // StayOnGround(); #if 0 // Debugging!!! Vector vecTestVelocity = mv->m_vecVelocity; vecTestVelocity.z = 0.0f; float flTestSpeed = VectorLength( vecTestVelocity ); if ( baseVelocity.IsZero() && ( flTestSpeed > ( mv->m_flMaxSpeed + 1.0f ) ) ) { Msg( "Step Max Speed < %f\n", flTestSpeed ); } if ( tf_showspeed.GetBool() ) { Msg( "Speed=%f\n", flTestSpeed ); } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::AirMove( void ) { int i; Vector wishvel; float fmove, smove; Vector wishdir; float wishspeed; Vector forward, right, up; AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles // Copy movement amounts fmove = mv->m_flForwardMove; smove = mv->m_flSideMove; // Zero out z components of movement vectors forward[2] = 0; right[2] = 0; VectorNormalize(forward); // Normalize remainder of vectors VectorNormalize(right); // for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity wishvel[i] = forward[i]*fmove + right[i]*smove; wishvel[2] = 0; // Zero out z part of velocity VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // if ( wishspeed != 0 && (wishspeed > mv->m_flMaxSpeed)) { VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel); wishspeed = mv->m_flMaxSpeed; } AirAccelerate( wishdir, wishspeed, sv_airaccelerate.GetFloat() ); // Add in any base velocity to the current velocity. VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); TryPlayerMove(); // Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?) VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity ); } extern void TracePlayerBBoxForGround( const Vector& start, const Vector& end, const Vector& minsSrc, const Vector& maxsSrc, IHandleEntity *player, unsigned int fMask, int collisionGroup, trace_t& pm ); //----------------------------------------------------------------------------- // This filter checks against buildable objects. //----------------------------------------------------------------------------- class CTraceFilterObject : public CTraceFilterSimple { public: DECLARE_CLASS( CTraceFilterObject, CTraceFilterSimple ); CTraceFilterObject( const IHandleEntity *passentity, int collisionGroup ); virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); }; CTraceFilterObject::CTraceFilterObject( const IHandleEntity *passentity, int collisionGroup ) : BaseClass( passentity, collisionGroup ) { } bool CTraceFilterObject::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity && pEntity->IsBaseObject() ) { CBaseObject *pObject = static_cast( pEntity ); Assert( pObject ); if ( pObject && pObject->ShouldPlayersAvoid() ) { if ( pObject->GetOwner() == GetPassEntity() ) return true; } } return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask ); } CBaseHandle CTFGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm ) { if( tf_solidobjects.GetBool() == false ) return BaseClass::TestPlayerPosition( pos, collisionGroup, pm ); Ray_t ray; ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() ); CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup ); enginetrace->TraceRay( ray, PlayerSolidMask(), &traceFilter, &pm ); if ( (pm.contents & PlayerSolidMask()) && pm.m_pEnt ) { return pm.m_pEnt->GetRefEHandle(); } else { return INVALID_EHANDLE_INDEX; } } //----------------------------------------------------------------------------- // Traces player movement + position //----------------------------------------------------------------------------- void CTFGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm ) { if( tf_solidobjects.GetBool() == false ) return BaseClass::TracePlayerBBox( start, end, fMask, collisionGroup, pm ); Ray_t ray; ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() ); CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup ); enginetrace->TraceRay( ray, fMask, &traceFilter, &pm ); } //----------------------------------------------------------------------------- // Purpose: // Input : &input - //----------------------------------------------------------------------------- void CTFGameMovement::CategorizePosition( void ) { // Observer. if ( player->IsObserver() ) return; // Reset this each time we-recategorize, otherwise we have bogus friction when we jump into water and plunge downward really quickly player->m_surfaceFriction = 1.0f; // Doing this before we move may introduce a potential latency in water detection, but // doing it after can get us stuck on the bottom in water if the amount we move up // is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call // this several times per frame, so we really need to avoid sticking to the bottom of // water on each call, and the converse case will correct itself if called twice. CheckWater(); // If standing on a ladder we are not on ground. if ( player->GetMoveType() == MOVETYPE_LADDER ) { SetGroundEntity( NULL ); return; } // Check for a jump. if ( mv->m_vecVelocity.z > 250.0f ) { SetGroundEntity( NULL ); return; } // Calculate the start and end position. Vector vecStartPos = mv->GetAbsOrigin(); Vector vecEndPos( mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, ( mv->GetAbsOrigin().z - 2.0f ) ); // NOTE YWB 7/5/07: Since we're already doing a traceline here, we'll subsume the StayOnGround (stair debouncing) check into the main traceline we do here to see what we're standing on bool bUnderwater = ( player->GetWaterLevel() >= WL_Eyes ); bool bMoveToEndPos = false; if ( player->GetMoveType() == MOVETYPE_WALK && player->GetGroundEntity() != NULL && !bUnderwater ) { // if walking and still think we're on ground, we'll extend trace down by stepsize so we don't bounce down slopes vecEndPos.z -= player->GetStepSize(); bMoveToEndPos = true; } trace_t trace; TracePlayerBBox( vecStartPos, vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace ); // Steep plane, not on ground. if ( trace.plane.normal.z < 0.7f ) { // Test four sub-boxes, to see if any of them would have found shallower slope we could actually stand on. TracePlayerBBoxForGround( vecStartPos, vecEndPos, GetPlayerMins(), GetPlayerMaxs(), mv->m_nPlayerHandle.Get(), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace ); if ( trace.plane.normal[2] < 0.7f ) { // Too steep. SetGroundEntity( NULL ); if ( ( mv->m_vecVelocity.z > 0.0f ) && ( player->GetMoveType() != MOVETYPE_NOCLIP ) ) { player->m_surfaceFriction = 0.25f; } } else { SetGroundEntity( &trace ); } } else { // YWB: This logic block essentially lifted from StayOnGround implementation if ( bMoveToEndPos && !trace.startsolid && // not sure we need this check as fraction would == 0.0f? trace.fraction > 0.0f && // must go somewhere trace.fraction < 1.0f ) // must hit something { float flDelta = fabs( mv->GetAbsOrigin().z - trace.endpos.z ); // HACK HACK: The real problem is that trace returning that strange value // we can't network over based on bit precision of networking origins if ( flDelta > 0.5f * COORD_RESOLUTION ) { Vector org = mv->GetAbsOrigin(); org.z = trace.endpos.z; mv->SetAbsOrigin( org ); } } SetGroundEntity( &trace ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::CheckWaterJump( void ) { Vector flatforward; Vector flatvelocity; float curspeed; // Jump button down? bool bJump = ( ( mv->m_nButtons & IN_JUMP ) != 0 ); Vector forward, right; AngleVectors( mv->m_vecViewAngles, &forward, &right, NULL ); // Determine movement angles // Already water jumping. if (player->m_flWaterJumpTime) return; // Don't hop out if we just jumped in if (mv->m_vecVelocity[2] < -180) return; // only hop out if we are moving up // See if we are backing up flatvelocity[0] = mv->m_vecVelocity[0]; flatvelocity[1] = mv->m_vecVelocity[1]; flatvelocity[2] = 0; // Must be moving curspeed = VectorNormalize( flatvelocity ); #if 1 // Copy movement amounts float fmove = mv->m_flForwardMove; float smove = mv->m_flSideMove; for ( int iAxis = 0; iAxis < 2; ++iAxis ) { flatforward[iAxis] = forward[iAxis] * fmove + right[iAxis] * smove; } #else // see if near an edge flatforward[0] = forward[0]; flatforward[1] = forward[1]; #endif flatforward[2] = 0; VectorNormalize( flatforward ); // Are we backing into water from steps or something? If so, don't pop forward if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) && !bJump ) return; Vector vecStart; // Start line trace at waist height (using the center of the player for this here) vecStart= mv->GetAbsOrigin() + (GetPlayerMins() + GetPlayerMaxs() ) * 0.5; Vector vecEnd; VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd ); trace_t tr; TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr ); if ( tr.fraction < 1.0 ) // solid at waist { IPhysicsObject *pPhysObj = tr.m_pEnt->VPhysicsGetObject(); if ( pPhysObj ) { if ( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) return; } vecStart.z = mv->GetAbsOrigin().z + player->GetViewOffset().z + WATERJUMP_HEIGHT; VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd ); VectorMA( vec3_origin, -50.0f, tr.plane.normal, player->m_vecWaterJumpVel ); TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr ); if ( tr.fraction == 1.0 ) // open at eye level { // Now trace down to see if we would actually land on a standable surface. VectorCopy( vecEnd, vecStart ); vecEnd.z -= 1024.0f; TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr ); if ( ( tr.fraction < 1.0f ) && ( tr.plane.normal.z >= 0.7 ) ) { mv->m_vecVelocity[2] = TF_WATERJUMP_UP/*tf_waterjump_up.GetFloat()*/; // Push up mv->m_nOldButtons |= IN_JUMP; // Don't jump again until released player->AddFlag( FL_WATERJUMP ); player->m_flWaterJumpTime = 2000.0f; // Do this for 2 seconds } } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::CheckFalling( void ) { // if we landed on the ground if ( player->GetGroundEntity() != NULL && !IsDead() ) { // turn off the jumping flag if we're on ground after a jump if ( m_pTFPlayer->m_Shared.IsJumping() ) { m_pTFPlayer->m_Shared.SetJumping( false ); } } BaseClass::CheckFalling(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::Duck( void ) { // Don't allowing ducking in water. if ( ( ( player->GetWaterLevel() >= WL_Feet ) && ( player->GetGroundEntity() == NULL ) ) || player->GetWaterLevel() >= WL_Eyes ) { mv->m_nButtons &= ~IN_DUCK; } BaseClass::Duck(); } void CTFGameMovement::FullWalkMoveUnderwater() { if ( player->GetWaterLevel() == WL_Waist ) { CheckWaterJump(); } // If we are falling again, then we must not trying to jump out of water any more. if ( ( mv->m_vecVelocity.z < 0.0f ) && player->m_flWaterJumpTime ) { player->m_flWaterJumpTime = 0.0f; } // Was jump button pressed? if ( mv->m_nButtons & IN_JUMP ) { CheckJumpButton(); } else { mv->m_nOldButtons &= ~IN_JUMP; } // Perform regular water movement WaterMove(); // Redetermine position vars CategorizePosition(); // If we are on ground, no downward velocity. if ( player->GetGroundEntity() != NULL ) { mv->m_vecVelocity[2] = 0; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::FullWalkMove() { if ( !InWater() ) { StartGravity(); } // If we are leaping out of the water, just update the counters. if ( player->m_flWaterJumpTime ) { // Try to jump out of the water (and check to see if we still are). WaterJump(); TryPlayerMove(); CheckWater(); return; } // If we are swimming in the water, see if we are nudging against a place we can jump up out // of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0 if ( InWater() ) { FullWalkMoveUnderwater(); return; } if (mv->m_nButtons & IN_JUMP) { CheckJumpButton(); } else { mv->m_nOldButtons &= ~IN_JUMP; } // Make sure velocity is valid. CheckVelocity(); if (player->GetGroundEntity() != NULL) { mv->m_vecVelocity[2] = 0.0; Friction(); WalkMove(); } else { AirMove(); } // Set final flags. CategorizePosition(); // Add any remaining gravitational component if we are not in water. if ( !InWater() ) { FinishGravity(); } // If we are on ground, no downward velocity. if ( player->GetGroundEntity() != NULL ) { mv->m_vecVelocity[2] = 0; } // Handling falling. CheckFalling(); // Make sure velocity is valid. CheckVelocity(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::FullTossMove( void ) { trace_t pm; Vector move; // add velocity if player is moving if ( (mv->m_flForwardMove != 0.0f) || (mv->m_flSideMove != 0.0f) || (mv->m_flUpMove != 0.0f)) { Vector forward, right, up; float fmove, smove; Vector wishdir, wishvel; float wishspeed; int i; AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles // Copy movement amounts fmove = mv->m_flForwardMove; smove = mv->m_flSideMove; VectorNormalize (forward); // Normalize remainder of vectors. VectorNormalize (right); // for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity wishvel[i] = forward[i]*fmove + right[i]*smove; wishvel[2] += mv->m_flUpMove; VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move wishspeed = VectorNormalize(wishdir); // // Clamp to server defined max speed // if (wishspeed > mv->m_flMaxSpeed) { VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel); wishspeed = mv->m_flMaxSpeed; } // Set pmove velocity Accelerate ( wishdir, wishspeed, sv_accelerate.GetFloat() ); } if ( mv->m_vecVelocity[2] > 0 ) { SetGroundEntity( NULL ); } // If on ground and not moving, return. if ( player->GetGroundEntity() != NULL ) { if (VectorCompare(player->GetBaseVelocity(), vec3_origin) && VectorCompare(mv->m_vecVelocity, vec3_origin)) return; } CheckVelocity(); // add gravity if ( player->GetMoveType() == MOVETYPE_FLYGRAVITY ) { AddGravity(); } // move origin // Base velocity is not properly accounted for since this entity will move again after the bounce without // taking it into account VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity); CheckVelocity(); VectorScale (mv->m_vecVelocity, gpGlobals->frametime, move); VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity); PushEntity( move, &pm ); // Should this clear basevelocity CheckVelocity(); if (pm.allsolid) { // entity is trapped in another solid SetGroundEntity( &pm ); mv->m_vecVelocity.Init(); return; } if ( pm.fraction != 1.0f ) { PerformFlyCollisionResolution( pm, move ); } // Check for in water CheckWater(); } //----------------------------------------------------------------------------- // Purpose: Does the basic move attempting to climb up step heights. It uses // the mv->GetAbsOrigin() and mv->m_vecVelocity. It returns a new // new mv->GetAbsOrigin(), mv->m_vecVelocity, and mv->m_outStepHeight. //----------------------------------------------------------------------------- void CTFGameMovement::StepMove( Vector &vecDestination, trace_t &trace ) { trace_t saveTrace; saveTrace = trace; Vector vecEndPos; VectorCopy( vecDestination, vecEndPos ); Vector vecPos, vecVel; VectorCopy( mv->GetAbsOrigin(), vecPos ); VectorCopy( mv->m_vecVelocity, vecVel ); bool bLowRoad = false; bool bUpRoad = true; // First try the "high road" where we move up and over obstacles if ( player->m_Local.m_bAllowAutoMovement ) { // Trace up by step height VectorCopy( mv->GetAbsOrigin(), vecEndPos ); vecEndPos.z += player->m_Local.m_flStepSize + DIST_EPSILON; TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace ); if ( !trace.startsolid && !trace.allsolid ) { mv->SetAbsOrigin( trace.endpos ); } // Trace over from there TryPlayerMove(); // Then trace back down by step height to get final position VectorCopy( mv->GetAbsOrigin(), vecEndPos ); vecEndPos.z -= player->m_Local.m_flStepSize + DIST_EPSILON; TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace ); // If the trace ended up in empty space, copy the end over to the origin. if ( !trace.startsolid && !trace.allsolid ) { mv->SetAbsOrigin( trace.endpos ); } // If we are not on the standable ground any more or going the "high road" didn't move us at all, then we'll also want to check the "low road" if ( ( trace.fraction != 1.0f && trace.plane.normal[2] < 0.7 ) || VectorCompare( mv->GetAbsOrigin(), vecPos ) ) { bLowRoad = true; bUpRoad = false; } } else { bLowRoad = true; bUpRoad = false; } if ( bLowRoad ) { // Save off upward results Vector vecUpPos, vecUpVel; if ( bUpRoad ) { VectorCopy( mv->GetAbsOrigin(), vecUpPos ); VectorCopy( mv->m_vecVelocity, vecUpVel ); } // Take the "low" road mv->SetAbsOrigin( vecPos ); VectorCopy( vecVel, mv->m_vecVelocity ); VectorCopy( vecDestination, vecEndPos ); TryPlayerMove( &vecEndPos, &saveTrace ); // Down results. Vector vecDownPos, vecDownVel; VectorCopy( mv->GetAbsOrigin(), vecDownPos ); VectorCopy( mv->m_vecVelocity, vecDownVel ); if ( bUpRoad ) { float flUpDist = ( vecUpPos.x - vecPos.x ) * ( vecUpPos.x - vecPos.x ) + ( vecUpPos.y - vecPos.y ) * ( vecUpPos.y - vecPos.y ); float flDownDist = ( vecDownPos.x - vecPos.x ) * ( vecDownPos.x - vecPos.x ) + ( vecDownPos.y - vecPos.y ) * ( vecDownPos.y - vecPos.y ); // decide which one went farther if ( flUpDist >= flDownDist ) { mv->SetAbsOrigin( vecUpPos ); VectorCopy( vecUpVel, mv->m_vecVelocity ); // copy z value from the Low Road move mv->m_vecVelocity.z = vecDownVel.z; } } } float flStepDist = mv->GetAbsOrigin().z - vecPos.z; if ( flStepDist > 0 ) { mv->m_outStepHeight += flStepDist; } } bool CTFGameMovement::GameHasLadders() const { return false; } void CTFGameMovement::SetGroundEntity( trace_t *pm ) { BaseClass::SetGroundEntity( pm ); if ( pm && pm->m_pEnt ) { m_pTFPlayer->m_Shared.SetAirDash( false ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovement::PlayerRoughLandingEffects( float fvol ) { if ( m_pTFPlayer && m_pTFPlayer->IsPlayerClass(TF_CLASS_SCOUT) ) { // Scouts don't play rumble unless they take damage. if ( fvol < 1.0 ) { fvol = 0; } } BaseClass::PlayerRoughLandingEffects( fvol ); }