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Diffstat (limited to 'src/game/bg_slidemove.c')
-rw-r--r-- | src/game/bg_slidemove.c | 416 |
1 files changed, 416 insertions, 0 deletions
diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c new file mode 100644 index 0000000..aa32a6a --- /dev/null +++ b/src/game/bg_slidemove.c @@ -0,0 +1,416 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// bg_slidemove.c -- part of bg_pmove functionality + +#include "../qcommon/q_shared.h" +#include "bg_public.h" +#include "bg_local.h" + +/* + +input: origin, velocity, bounds, groundPlane, trace function + +output: origin, velocity, impacts, stairup boolean + +*/ + +/* +================== +PM_SlideMove + +Returns qtrue if the velocity was clipped in some way +================== +*/ +#define MAX_CLIP_PLANES 5 +qboolean PM_SlideMove( qboolean gravity ) +{ + int bumpcount, numbumps; + vec3_t dir; + float d; + int numplanes; + vec3_t planes[MAX_CLIP_PLANES]; + vec3_t primal_velocity; + vec3_t clipVelocity; + int i, j, k; + trace_t trace; + vec3_t end; + float time_left; + float into; + vec3_t endVelocity; + vec3_t endClipVelocity; + + numbumps = 4; + + VectorCopy( pm->ps->velocity, primal_velocity ); + + if( gravity ) + { + VectorCopy( pm->ps->velocity, endVelocity ); + endVelocity[ 2 ] -= pm->ps->gravity * pml.frametime; + pm->ps->velocity[ 2 ] = ( pm->ps->velocity[ 2 ] + endVelocity[ 2 ] ) * 0.5; + primal_velocity[ 2 ] = endVelocity[ 2 ]; + + if( pml.groundPlane ) + { + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + } + } + + time_left = pml.frametime; + + // never turn against the ground plane + if( pml.groundPlane ) + { + numplanes = 1; + VectorCopy( pml.groundTrace.plane.normal, planes[ 0 ] ); + } + else + numplanes = 0; + + // never turn against original velocity + VectorNormalize2( pm->ps->velocity, planes[ numplanes ] ); + numplanes++; + + for( bumpcount = 0; bumpcount < numbumps; bumpcount++ ) + { + // calculate position we are trying to move to + VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end ); + + // see if we can make it there + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask ); + + if( trace.allsolid ) + { + // entity is completely trapped in another solid + pm->ps->velocity[ 2 ] = 0; // don't build up falling damage, but allow sideways acceleration + return qtrue; + } + + if( trace.fraction > 0 ) + { + // actually covered some distance + VectorCopy( trace.endpos, pm->ps->origin ); + } + + if( trace.fraction == 1 ) + break; // moved the entire distance + + // save entity for contact + PM_AddTouchEnt( trace.entityNum ); + + time_left -= time_left * trace.fraction; + + if( numplanes >= MAX_CLIP_PLANES ) + { + // this shouldn't really happen + VectorClear( pm->ps->velocity ); + return qtrue; + } + + // + // if this is the same plane we hit before, nudge velocity + // out along it, which fixes some epsilon issues with + // non-axial planes + // + for( i = 0 ; i < numplanes ; i++ ) + { + if( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) + { + VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity ); + break; + } + } + + if( i < numplanes ) + continue; + + VectorCopy( trace.plane.normal, planes[ numplanes ] ); + numplanes++; + + // + // modify velocity so it parallels all of the clip planes + // + + // find a plane that it enters + for( i = 0; i < numplanes; i++ ) + { + into = DotProduct( pm->ps->velocity, planes[ i ] ); + if( into >= 0.1 ) + continue; // move doesn't interact with the plane + + // see how hard we are hitting things + if( -into > pml.impactSpeed ) + pml.impactSpeed = -into; + + // slide along the plane + PM_ClipVelocity( pm->ps->velocity, planes[ i ], clipVelocity, OVERCLIP ); + + // slide along the plane + PM_ClipVelocity( endVelocity, planes[ i ], endClipVelocity, OVERCLIP ); + + // see if there is a second plane that the new move enters + for( j = 0; j < numplanes; j++ ) + { + if( j == i ) + continue; + + if( DotProduct( clipVelocity, planes[ j ] ) >= 0.1 ) + continue; // move doesn't interact with the plane + + // try clipping the move to the plane + PM_ClipVelocity( clipVelocity, planes[ j ], clipVelocity, OVERCLIP ); + PM_ClipVelocity( endClipVelocity, planes[ j ], endClipVelocity, OVERCLIP ); + + // see if it goes back into the first clip plane + if( DotProduct( clipVelocity, planes[ i ] ) >= 0 ) + continue; + + // slide the original velocity along the crease + CrossProduct( planes[ i ], planes[ j ], dir ); + VectorNormalize( dir ); + d = DotProduct( dir, pm->ps->velocity ); + VectorScale( dir, d, clipVelocity ); + + CrossProduct( planes[ i ], planes[ j ], dir); + VectorNormalize( dir ); + d = DotProduct( dir, endVelocity ); + VectorScale( dir, d, endClipVelocity ); + + // see if there is a third plane the the new move enters + for( k = 0; k < numplanes; k++ ) + { + if( k == i || k == j ) + continue; + + if( DotProduct( clipVelocity, planes[ k ] ) >= 0.1 ) + continue; // move doesn't interact with the plane + + // stop dead at a tripple plane interaction + VectorClear( pm->ps->velocity ); + return qtrue; + } + } + + // if we have fixed all interactions, try another move + VectorCopy( clipVelocity, pm->ps->velocity ); + VectorCopy( endClipVelocity, endVelocity ); + break; + } + } + + if( gravity ) + VectorCopy( endVelocity, pm->ps->velocity ); + + // don't change velocity if in a timer (FIXME: is this correct?) + if( pm->ps->pm_time ) + VectorCopy( primal_velocity, pm->ps->velocity ); + + return ( bumpcount != 0 ); +} + +/* +================== +PM_StepEvent +================== +*/ +void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal ) +{ + float size; + vec3_t delta, dNormal; + + VectorSubtract( from, to, delta ); + VectorCopy( delta, dNormal ); + VectorNormalize( dNormal ); + + size = DotProduct( normal, dNormal ) * VectorLength( delta ); + + if( size > 0.0f ) + { + if( size > 2.0f ) + { + if( size < 7.0f ) + PM_AddEvent( EV_STEPDN_4 ); + else if( size < 11.0f ) + PM_AddEvent( EV_STEPDN_8 ); + else if( size < 15.0f ) + PM_AddEvent( EV_STEPDN_12 ); + else + PM_AddEvent( EV_STEPDN_16 ); + } + } + else + { + size = fabs( size ); + + if( size > 2.0f ) + { + if( size < 7.0f ) + PM_AddEvent( EV_STEP_4 ); + else if( size < 11.0f ) + PM_AddEvent( EV_STEP_8 ); + else if( size < 15.0f ) + PM_AddEvent( EV_STEP_12 ); + else + PM_AddEvent( EV_STEP_16 ); + } + } + + if( pm->debugLevel ) + Com_Printf( "%i:stepped\n", c_pmove ); +} + +/* +================== +PM_StepSlideMove +================== +*/ +qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive ) +{ + vec3_t start_o, start_v; + vec3_t down_o, down_v; + trace_t trace; + vec3_t normal; + vec3_t step_v, step_vNormal; + vec3_t up, down; + float stepSize; + qboolean stepped = qfalse; + + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( pm->ps->grapplePoint, normal ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + + VectorCopy( pm->ps->origin, start_o ); + VectorCopy( pm->ps->velocity, start_v ); + + if( PM_SlideMove( gravity ) == 0 ) + { + VectorCopy( start_o, down ); + VectorMA( down, -STEPSIZE, normal, down ); + pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); + + //we can step down + if( trace.fraction > 0.01f && trace.fraction < 1.0f && + !trace.allsolid && pml.groundPlane != qfalse ) + { + if( pm->debugLevel ) + Com_Printf( "%d: step down\n", c_pmove ); + + stepped = qtrue; + } + } + else + { + VectorCopy( start_o, down ); + VectorMA( down, -STEPSIZE, normal, down ); + pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); + // never step up when you still have up velocity + if( DotProduct( trace.plane.normal, pm->ps->velocity ) > 0.0f && + ( trace.fraction == 1.0f || DotProduct( trace.plane.normal, normal ) < 0.7f ) ) + { + return stepped; + } + + VectorCopy( pm->ps->origin, down_o ); + VectorCopy( pm->ps->velocity, down_v ); + + VectorCopy( start_o, up ); + VectorMA( up, STEPSIZE, normal, up ); + + // test the player position if they were a stepheight higher + pm->trace( &trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask ); + if( trace.allsolid ) + { + if( pm->debugLevel ) + Com_Printf( "%i:bend can't step\n", c_pmove ); + + return stepped; // can't step up + } + + VectorSubtract( trace.endpos, start_o, step_v ); + VectorCopy( step_v, step_vNormal ); + VectorNormalize( step_vNormal ); + + stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v ); + // try slidemove from this position + VectorCopy( trace.endpos, pm->ps->origin ); + VectorCopy( start_v, pm->ps->velocity ); + + if( PM_SlideMove( gravity ) == 0 ) + { + if( pm->debugLevel ) + Com_Printf( "%d: step up\n", c_pmove ); + + stepped = qtrue; + } + + // push down the final amount + VectorCopy( pm->ps->origin, down ); + VectorMA( down, -stepSize, normal, down ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); + + if( !trace.allsolid ) + VectorCopy( trace.endpos, pm->ps->origin ); + + if( trace.fraction < 1.0f ) + PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP ); + } + + if( !predictive && stepped ) + PM_StepEvent( start_o, pm->ps->origin, normal ); + + return stepped; +} + +/* +================== +PM_PredictStepMove +================== +*/ +qboolean PM_PredictStepMove( void ) +{ + vec3_t velocity, origin; + float impactSpeed; + qboolean stepped = qfalse; + + VectorCopy( pm->ps->velocity, velocity ); + VectorCopy( pm->ps->origin, origin ); + impactSpeed = pml.impactSpeed; + + if( PM_StepSlideMove( qfalse, qtrue ) ) + stepped = qtrue; + + VectorCopy( velocity, pm->ps->velocity ); + VectorCopy( origin, pm->ps->origin ); + pml.impactSpeed = impactSpeed; + + return stepped; +} |