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-rw-r--r--src/game/bg_slidemove.c327
1 files changed, 0 insertions, 327 deletions
diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c
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index 00ca010a..00000000
--- a/src/game/bg_slidemove.c
+++ /dev/null
@@ -1,327 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// bg_slidemove.c -- part of bg_pmove functionality
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "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_StepSlideMove
-
-==================
-*/
-void PM_StepSlideMove( qboolean gravity ) {
- vec3_t start_o, start_v;
- vec3_t down_o, down_v;
- trace_t trace;
-// float down_dist, up_dist;
-// vec3_t delta, delta2;
- vec3_t up, down;
-
- VectorCopy (pm->ps->origin, start_o);
- VectorCopy (pm->ps->velocity, start_v);
-
- if ( PM_SlideMove( gravity ) == 0 ) {
- return; // we got exactly where we wanted to go first try
- }
-
- VectorCopy(start_o, down);
- down[2] -= STEPSIZE;
- pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
- VectorSet(up, 0, 0, 1);
- // never step up when you still have up velocity
- if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
- DotProduct(trace.plane.normal, up) < 0.7)) {
- return;
- }
-
- VectorCopy (pm->ps->origin, down_o);
- VectorCopy (pm->ps->velocity, down_v);
-
- VectorCopy (start_o, up);
- up[2] += STEPSIZE;
-
- // test the player position if they were a stepheight higher
- pm->trace (&trace, up, 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; // can't step up
- }
-
- // try slidemove from this position
- VectorCopy (up, pm->ps->origin);
- VectorCopy (start_v, pm->ps->velocity);
-
- PM_SlideMove( gravity );
-
- // push down the final amount
- VectorCopy (pm->ps->origin, down);
- down[2] -= STEPSIZE;
- 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 < 1.0 ) {
- PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
- }
-
-#if 0
- // if the down trace can trace back to the original position directly, don't step
- pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
- if ( trace.fraction == 1.0 ) {
- // use the original move
- VectorCopy (down_o, pm->ps->origin);
- VectorCopy (down_v, pm->ps->velocity);
- if ( pm->debugLevel ) {
- Com_Printf("%i:bend\n", c_pmove);
- }
- } else
-#endif
- {
- // use the step move
- float delta;
-
- delta = pm->ps->origin[2] - start_o[2];
- if ( delta > 2 ) {
- if ( delta < 7 ) {
- PM_AddEvent( EV_STEP_4 );
- } else if ( delta < 11 ) {
- PM_AddEvent( EV_STEP_8 );
- } else if ( delta < 15 ) {
- PM_AddEvent( EV_STEP_12 );
- } else {
- PM_AddEvent( EV_STEP_16 );
- }
- }
- if ( pm->debugLevel ) {
- Com_Printf("%i:stepped\n", c_pmove);
- }
- }
-}
-