/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 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 3 of the License, or (at your option) any later version. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "gamesys/SysCvar.h" #include "Entity.h" #include "Actor.h" #include "Item.h" #include "physics/Physics_Liquid.h" #include "Moveable.h" #include "physics/Physics_Player.h" CLASS_DECLARATION( idPhysics_Actor, idPhysics_Player ) END_CLASS // movement parameters const float PM_STOPSPEED = 100.0f; const float PM_SWIMSCALE = 0.5f; //ivan note: must be < 1 const float PM_LADDERSPEED = 100.0f; const float PM_STEPSCALE = 1.0f; const float PM_ACCELERATE = 10000.0f; //ivan - was: 10.0f; const float PM_AIRACCELERATE = 6.0f; //ivan - was: 1.0f; const float PM_WATERACCELERATE = 4.0f; const float PM_FLYACCELERATE = 8.0f; const float PM_FRICTION = 60.0f; //ivan - was: 6.0f; const float PM_AIRFRICTION = 0.0f; const float PM_WATERFRICTION = 1.0f; //1.0f; //ivan note: this cannot be < 1 because it's multiplied with water level const float PM_FLYFRICTION = 3.0f; const float PM_NOCLIPFRICTION = 12.0f; const float MIN_WALK_NORMAL = 0.7f; // can't walk on very steep slopes const float OVERCLIP = 1.001f; // movementFlags const int PMF_DUCKED = 1; // set when ducking const int PMF_JUMPED = 2; // set when the player jumped this frame const int PMF_STEPPED_UP = 4; // set when the player stepped up this frame const int PMF_STEPPED_DOWN = 8; // set when the player stepped down this frame const int PMF_JUMP_HELD = 16; // set when jump button is held down const int PMF_TIME_LAND = 32; // movementTime is time before rejump const int PMF_TIME_KNOCKBACK = 64; // movementTime is an air-accelerate only time const int PMF_TIME_WATERJUMP = 128; // movementTime is waterjump const int PMF_ALL_TIMES = (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK); int c_pmove = 0; //ivan start const int DOUBLE_JUMP_MIN_DELAY = 500; // ms const int WALLJUMP_INPUT_MAXTIME = 500; //300 //200 // ms const int WALLJUMP_MAXDISTANCE = 40; //30 // max wall distance const int WALLJUMP_Y_POWER = 500; // speed on Y axis const int WALLJUMP_Z_POWER = 160; // speed in Z axis const int WALLJUMP_NEXT_TIME = 200; //400 // ms //ivan end /* ============ idPhysics_Player::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. ============ */ float idPhysics_Player::CmdScale( const usercmd_t &cmd ) const { int max; float total; float scale; int forwardmove; int rightmove; int upmove; forwardmove = cmd.forwardmove; rightmove = cmd.rightmove; // since the crouch key doubles as downward movement, ignore downward movement when we're on the ground // otherwise crouch speed will be lower than specified if ( walking ) { upmove = 0; } else { upmove = cmd.upmove; } max = abs( forwardmove ); if ( abs( rightmove ) > max ) { max = abs( rightmove ); } if ( abs( upmove ) > max ) { max = abs( upmove ); } if ( !max ) { return 0.0f; } total = idMath::Sqrt( (float) forwardmove * forwardmove + rightmove * rightmove + upmove * upmove ); scale = (float) playerSpeed * max / ( 127.0f * total ); return scale; } /* ============== idPhysics_Player::Accelerate Handles user intended acceleration ============== */ void idPhysics_Player::Accelerate( const idVec3 &wishdir, const float wishspeed, const float accel ) { #if 1 // q2 style float addspeed, accelspeed, currentspeed; currentspeed = current.velocity * wishdir; addspeed = wishspeed - currentspeed; if (addspeed <= 0) { return; } accelspeed = accel * frametime * wishspeed; if (accelspeed > addspeed) { accelspeed = addspeed; } current.velocity += accelspeed * wishdir; #else // proper way (avoids strafe jump maxspeed bug), but feels bad idVec3 wishVelocity; idVec3 pushDir; float pushLen; float canPush; wishVelocity = wishdir * wishspeed; pushDir = wishVelocity - current.velocity; pushLen = pushDir.Normalize(); canPush = accel * frametime * wishspeed; if (canPush > pushLen) { canPush = pushLen; } current.velocity += canPush * pushDir; #endif } /* ================== idPhysics_Player::SlideMove Returns true if the velocity was clipped in some way ================== */ #define MAX_CLIP_PLANES 5 bool idPhysics_Player::SlideMove( bool gravity, bool stepUp, bool stepDown, bool push ) { int i, j, k, pushFlags; int bumpcount, numbumps, numplanes; float d, time_left, into, totalMass; idVec3 dir, planes[MAX_CLIP_PLANES]; idVec3 end, stepEnd, primal_velocity, endVelocity, endClipVelocity, clipVelocity; trace_t trace, stepTrace, downTrace; bool nearGround, stepped, pushed; numbumps = 4; primal_velocity = current.velocity; if ( gravity ) { endVelocity = current.velocity + gravityVector * frametime; current.velocity = ( current.velocity + endVelocity ) * 0.5f; primal_velocity = endVelocity; if ( groundPlane ) { // slide along the ground plane current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); } } else { endVelocity = current.velocity; } time_left = frametime; // never turn against the ground plane if ( groundPlane ) { numplanes = 1; planes[0] = groundTrace.c.normal; } else { numplanes = 0; } // never turn against original velocity planes[numplanes] = current.velocity; planes[numplanes].Normalize(); numplanes++; for ( bumpcount = 0; bumpcount < numbumps; bumpcount++ ) { // calculate position we are trying to move to end = current.origin + time_left * current.velocity; // see if we can make it there gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); time_left -= time_left * trace.fraction; current.origin = trace.endpos; // if moved the entire distance if ( trace.fraction >= 1.0f ) { break; } stepped = pushed = false; // if we are allowed to step up if ( stepUp ) { nearGround = groundPlane | ladder; if ( !nearGround ) { // trace down to see if the player is near the ground // step checking when near the ground allows the player to move up stairs smoothly while jumping stepEnd = current.origin + maxStepHeight * gravityNormal; gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); nearGround = ( downTrace.fraction < 1.0f && (downTrace.c.normal * -gravityNormal) > MIN_WALK_NORMAL ); } // may only step up if near the ground or on a ladder if ( nearGround ) { // step up stepEnd = current.origin - maxStepHeight * gravityNormal; gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); // trace along velocity stepEnd = downTrace.endpos + time_left * current.velocity; gameLocal.clip.Translation( stepTrace, downTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); // step down stepEnd = stepTrace.endpos + maxStepHeight * gravityNormal; gameLocal.clip.Translation( downTrace, stepTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); if ( downTrace.fraction >= 1.0f || (downTrace.c.normal * -gravityNormal) > MIN_WALK_NORMAL ) { // if moved the entire distance if ( stepTrace.fraction >= 1.0f ) { time_left = 0; current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal; current.origin = downTrace.endpos; current.movementFlags |= PMF_STEPPED_UP; current.velocity *= PM_STEPSCALE; break; } // if the move is further when stepping up if ( stepTrace.fraction > trace.fraction ) { time_left -= time_left * stepTrace.fraction; current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal; current.origin = downTrace.endpos; current.movementFlags |= PMF_STEPPED_UP; current.velocity *= PM_STEPSCALE; trace = stepTrace; stepped = true; } } } } // if we can push other entities and not blocked by the world if ( push && trace.c.entityNum != ENTITYNUM_WORLD ) { clipModel->SetPosition( current.origin, clipModel->GetAxis() ); // clip movement, only push idMoveables, don't push entities the player is standing on // apply impact to pushed objects pushFlags = PUSHFL_CLIP|PUSHFL_ONLYMOVEABLE|PUSHFL_NOGROUNDENTITIES|PUSHFL_APPLYIMPULSE; // clip & push totalMass = gameLocal.push.ClipTranslationalPush( trace, self, pushFlags, end, end - current.origin ); if ( totalMass > 0.0f ) { // decrease velocity based on the total mass of the objects being pushed ? current.velocity *= 1.0f - idMath::ClampFloat( 0.0f, 1000.0f, totalMass - 20.0f ) * ( 1.0f / 950.0f ); pushed = true; } current.origin = trace.endpos; time_left -= time_left * trace.fraction; // if moved the entire distance if ( trace.fraction >= 1.0f ) { break; } } if ( !stepped ) { // let the entity know about the collision self->Collide( trace, current.velocity ); } if ( numplanes >= MAX_CLIP_PLANES ) { // MrElusive: I think we have some relatively high poly LWO models with a lot of slanted tris // where it may hit the max clip planes current.velocity = vec3_origin; return true; } // // 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 ( ( trace.c.normal * planes[i] ) > 0.999f ) { current.velocity += trace.c.normal; break; } } if ( i < numplanes ) { continue; } planes[numplanes] = trace.c.normal; numplanes++; // // modify velocity so it parallels all of the clip planes // // find a plane that it enters for ( i = 0; i < numplanes; i++ ) { into = current.velocity * planes[i]; if ( into >= 0.1f ) { continue; // move doesn't interact with the plane } // slide along the plane clipVelocity = current.velocity; clipVelocity.ProjectOntoPlane( planes[i], OVERCLIP ); // slide along the plane endClipVelocity = endVelocity; endClipVelocity.ProjectOntoPlane( planes[i], OVERCLIP ); // see if there is a second plane that the new move enters for ( j = 0; j < numplanes; j++ ) { if ( j == i ) { continue; } if ( ( clipVelocity * planes[j] ) >= 0.1f ) { continue; // move doesn't interact with the plane } // try clipping the move to the plane clipVelocity.ProjectOntoPlane( planes[j], OVERCLIP ); endClipVelocity.ProjectOntoPlane( planes[j], OVERCLIP ); // see if it goes back into the first clip plane if ( ( clipVelocity * planes[i] ) >= 0 ) { continue; } // slide the original velocity along the crease dir = planes[i].Cross( planes[j] ); dir.Normalize(); d = dir * current.velocity; clipVelocity = d * dir; dir = planes[i].Cross( planes[j] ); dir.Normalize(); d = dir * endVelocity; endClipVelocity = d * dir; // 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 ( ( clipVelocity * planes[k] ) >= 0.1f ) { continue; // move doesn't interact with the plane } // stop dead at a tripple plane interaction current.velocity = vec3_origin; return true; } } // if we have fixed all interactions, try another move current.velocity = clipVelocity; endVelocity = endClipVelocity; break; } } // step down if ( stepDown && groundPlane ) { stepEnd = current.origin + gravityNormal * maxStepHeight; gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); if ( downTrace.fraction > 1e-4f && downTrace.fraction < 1.0f ) { current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal; current.origin = downTrace.endpos; current.movementFlags |= PMF_STEPPED_DOWN; current.velocity *= PM_STEPSCALE; } } if ( gravity ) { current.velocity = endVelocity; } // come to a dead stop when the velocity orthogonal to the gravity flipped clipVelocity = current.velocity - gravityNormal * current.velocity * gravityNormal; endClipVelocity = endVelocity - gravityNormal * endVelocity * gravityNormal; if ( clipVelocity * endClipVelocity < 0.0f ) { current.velocity = gravityNormal * current.velocity * gravityNormal; } return (bool)( bumpcount == 0 ); } /* ================== idPhysics_Player::Friction Handles both ground friction and water friction ================== */ void idPhysics_Player::Friction( void ) { idVec3 vel; float speed, newspeed, control; float drop; vel = current.velocity; if ( walking ) { // ignore slope movement, remove all velocity in gravity direction vel += (vel * gravityNormal) * gravityNormal; } speed = vel.Length(); if ( speed < 1.0f ) { // remove all movement orthogonal to gravity, allows for sinking underwater if ( fabs( current.velocity * gravityNormal ) < 1e-5f ) { current.velocity.Zero(); } else { current.velocity = (current.velocity * gravityNormal) * gravityNormal; } // FIXME: still have z friction underwater? return; } drop = 0; // spectator friction if ( current.movementType == PM_SPECTATOR ) { drop += speed * PM_FLYFRICTION * frametime; } // apply ground friction else if ( walking && waterLevel <= WATERLEVEL_FEET ) { nextWaterSplash = 0; //ivan - reset this so splash can happen // no friction on slick surfaces if ( !(groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK) ) { // if getting knocked back, no friction if ( !(current.movementFlags & PMF_TIME_KNOCKBACK) ) { control = speed < PM_STOPSPEED ? PM_STOPSPEED : speed; drop += control * PM_FRICTION * frametime; } } } // apply water friction even if just wading else if ( waterLevel ) { //ivan start - greater friction if on ground, lower otherwise //was: drop += speed * PM_WATERFRICTION * waterLevel * frametime; drop += speed * PM_WATERFRICTION * waterLevel * frametime * ( groundPlane ? 1.5f : 0.5f ); // 1.5f : 0.2f //ivan end } // apply air friction else { drop += speed * PM_AIRFRICTION * frametime; } // scale the velocity newspeed = speed - drop; if (newspeed < 0) { newspeed = 0; } current.velocity *= ( newspeed / speed ); } /* =================== idPhysics_Player::WaterJumpMove Flying out of the water =================== */ void idPhysics_Player::WaterJumpMove( void ) { // waterjump has no control, but falls idPhysics_Player::SlideMove( true, true, false, false ); // add gravity current.velocity += gravityNormal * frametime; // if falling down if ( current.velocity * gravityNormal > 0.0f ) { // cancel as soon as we are falling down again current.movementFlags &= ~PMF_ALL_TIMES; current.movementTime = 0; } } /* =================== idPhysics_Player::WaterMove =================== */ void idPhysics_Player::WaterMove( void ) { idVec3 wishvel; float wishspeed; idVec3 wishdir; float scale; float vel; //ivan start - this is a water jump from the ground if ( groundPlane && waterLevel >= WATERLEVEL_HEAD ) { if( idPhysics_Player::CheckJump() ){ idPhysics_Player::WaterJumpMove(); return; } } //ivan end //ivan start - moved here from below so CheckWaterJump can use the correct value // project moves down to flat plane, so that our movement doesn't depend on view angles viewForward -= (viewForward * gravityNormal) * gravityNormal; viewRight -= (viewRight * gravityNormal) * gravityNormal; viewForward.Normalize(); viewRight.Normalize(); //ivan end //jump out of water if ( idPhysics_Player::CheckWaterJump() ) { idPhysics_Player::WaterJumpMove(); return; } idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); // user intentions if ( !scale ) { //ivan start //was: wishvel = gravityNormal * 60; // sink towards bottom if(( command.buttons & BUTTON_6 ) != 0 ){ //button up wishvel = gravityNormal * 30; // sink towards bottom slower }else if( ( command.buttons & BUTTON_7 ) != 0 ){ //button down wishvel = gravityNormal * 80; // sink towards bottom faster }else { wishvel = gravityNormal * 60; // sink towards bottom } //ivan end } else { wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove); wishvel -= scale * gravityNormal * command.upmove; wishvel += scale * gravityNormal * 30; //ivan - sink down a bit anyway } wishdir = wishvel; wishspeed = wishdir.Normalize(); if ( wishspeed > playerSpeed * PM_SWIMSCALE ) { wishspeed = playerSpeed * PM_SWIMSCALE; } idPhysics_Player::Accelerate( wishdir, wishspeed, PM_WATERACCELERATE ); //ivan note: this is what was giving us a knockback! // make sure we can go up slopes easily under water //was: if ( groundPlane && ( current.velocity * groundTrace.c.normal ) < 0.0f ) { if ( groundPlane && ( command.forwardmove != 0 ) && ( current.velocity * groundTrace.c.normal ) < 0.0f ) { //ivan fix - do this only if we are actually trying to walk vel = current.velocity.Length(); // slide along the ground plane current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); current.velocity.Normalize(); current.velocity *= vel; } //ivan start - quick and fast fix: don't allow high speed on Z axis //TODO: redo this in a better way if( current.velocity.z > 300.0f || current.velocity.z < -300.0f){ //gameLocal.Printf("Z water fix: %f\n", current.velocity.z ); current.velocity.z = current.velocity.z * 0.9; } //ivan end idPhysics_Player::SlideMove( false, true, false, false ); } /* =================== idPhysics_Player::FlyMove =================== */ void idPhysics_Player::FlyMove( void ) { idVec3 wishvel; float wishspeed; idVec3 wishdir; float scale; // normal slowdown idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); if ( !scale ) { wishvel = vec3_origin; } else { wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove); wishvel -= scale * gravityNormal * command.upmove; } wishdir = wishvel; wishspeed = wishdir.Normalize(); idPhysics_Player::Accelerate( wishdir, wishspeed, PM_FLYACCELERATE ); idPhysics_Player::SlideMove( false, false, false, false ); } //ivan start /* ============= idPhysics_Player::CheckDoubleJump ============= */ bool idPhysics_Player::CheckDoubleJump( void ) { idVec3 addVelocity; if( nextDoubleJump > gameLocal.time ){ // not enough time passed by return false; } /* else if( gameLocal.time > nextDoubleJump + DOUBLE_JUMP_MIN_DELAY ){ //too much time passed by return false; } */ if ( command.upmove < 10 ) { // not holding jump return false; } // must wait for jump to be released if ( current.movementFlags & PMF_JUMP_HELD ) { return false; } // don't jump if we can't stand up if ( current.movementFlags & PMF_DUCKED ) { return false; } //common settings groundPlane = false; // jumping away walking = false; current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED; //apply velocity addVelocity = 1.5f * maxJumpHeight * -gravityVector; addVelocity *= idMath::Sqrt( addVelocity.Normalize() ); current.velocity.z = addVelocity.z; //gameLocal.Printf("double jump\n"); doubleJumpDone = true; return true; } /* ============= idPhysics_Player::CanWallJump ============= */ bool idPhysics_Player::CanWallJump( bool left ){ idEntity *ent; trace_t trace; const idVec3 walldir = idVec3( 0.0f, ( left ? -1.0f : 1.0f ), 0.0f ); const idVec3 start = current.origin + idVec3( 0.0f, 0.0f, 5.0f ); //a little Z offset to make sure we don't touch the ground const idVec3 end = start + walldir * WALLJUMP_MAXDISTANCE; const idVec3 mins = idVec3( -5.0f, -5.0f, 0.0f ); //Z: don't touch something below const idVec3 maxs = idVec3( 5.0f, 5.0f, 35.0f ); int contents_mask = MASK_SOLID|CONTENTS_RENDERMODEL; //|CONTENTS_RENDERMODEL gameLocal.clip.TraceBounds( trace, start, end, idBounds( mins, maxs ), contents_mask, self ); if ( trace.fraction < 1.0f ) { //gameLocal.Printf("something near\n"); ent = gameLocal.GetTraceEntity( trace ); if ( ent->IsType( idActor::Type ) || ent->IsType( idMoveableItem::Type ) || ent->IsType( idMoveable::Type ) ) { //don't wall jump against actors or moveables return false; }else{ return true; } } //gameLocal.Printf("no Wall\n"); return false; } /* ============= idPhysics_Player::CheckWallJump ============= */ bool idPhysics_Player::CheckWallJump( void ) { idVec3 addVelocity; bool left; if( nextWallJump > gameLocal.time ){ // not enough time passed by return false; } signed char real_fw = ( fw_inverted ? -command.forwardmove : command.forwardmove ); // -- check the key sequence -- if( command.upmove > 0 ){ //up if( wallJumpTimeout < gameLocal.time ){ //gameLocal.Printf("too much time passed by\n"); }else if ( wallJumpKeyState == WALLJUMP_L1_HOLD ){ wallJumpKeyState = WALLJUMP_L_READY; //gameLocal.Printf("WALLJUMP_L_READY\n"); wallJumpTimeout = 0; //don't accept other jumps } else if ( wallJumpKeyState == WALLJUMP_R1_HOLD ){ wallJumpKeyState = WALLJUMP_R_READY; //gameLocal.Printf("WALLJUMP_R_READY\n"); wallJumpTimeout = 0; //don't accept other jumps } }else if ( real_fw < 0 ) { //left if ( wallJumpKeyState != WALLJUMP_L1_HOLD ){ wallJumpKeyState = WALLJUMP_L1_HOLD; //gameLocal.Printf("WALLJUMP_L1_HOLD\n"); wallJumpTimeout = gameLocal.time + WALLJUMP_INPUT_MAXTIME; //jump within this time } }else if ( real_fw > 0 ) { //right if ( wallJumpKeyState != WALLJUMP_R1_HOLD ){ wallJumpKeyState = WALLJUMP_R1_HOLD; //gameLocal.Printf("WALLJUMP_R1_HOLD\n"); wallJumpTimeout = gameLocal.time + WALLJUMP_INPUT_MAXTIME; //jump within this time } }else{ //no left or right if ( wallJumpKeyState != WALLJUMP_NONE ){ wallJumpKeyState = WALLJUMP_NONE; //gameLocal.Printf("WALLJUMP_NONE\n"); wallJumpTimeout = 0; //don't accept other jumps } } // -- check if we should try -- if( wallJumpKeyState == WALLJUMP_R_READY ){ left = false; }else if( wallJumpKeyState == WALLJUMP_L_READY ){ left = true; }else{ return false; } // -- try to do it -- //reset the state wallJumpKeyState = WALLJUMP_NONE; //don't try again too soon nextWallJump = gameLocal.time + WALLJUMP_NEXT_TIME; if( CanWallJump( left ) ){ //velocity addVelocity = WALLJUMP_Z_POWER * -gravityVector; addVelocity *= idMath::Sqrt( addVelocity.Normalize() ); addVelocity += WALLJUMP_Y_POWER * idVec3(0.0f, (left? 1.0f : -1.0f), 0.0f); current.velocity = addVelocity; //common settings groundPlane = false; // jumping away walking = false; current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED; //remember we did it -> no double jump wallJumpDone = true; //gameLocal.Printf("wallJumpDone\n"); return true; } return false; } //ivan end /* =================== idPhysics_Player::AirMove =================== */ void idPhysics_Player::AirMove( void ) { idVec3 wishvel; idVec3 wishdir; float wishspeed; float scale; //ivan start if( wallJumpEnabled ){ //we can do as many wall Jumps as we want CheckWallJump(); } if( doubleJumpEnabled && !doubleJumpDone && !wallJumpDone ){ //only one double jump and only if no wallJump has been done. CheckDoubleJump(); } //ivan end idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); // project moves down to flat plane viewForward -= (viewForward * gravityNormal) * gravityNormal; viewRight -= (viewRight * gravityNormal) * gravityNormal; viewForward.Normalize(); viewRight.Normalize(); wishvel = viewForward * command.forwardmove + viewRight * command.rightmove; wishvel -= (wishvel * gravityNormal) * gravityNormal; wishdir = wishvel; wishspeed = wishdir.Normalize(); wishspeed *= scale; // not on ground, so little effect on velocity idPhysics_Player::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 ( groundPlane ) { current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); } idPhysics_Player::SlideMove( true, false, false, false ); } /* =================== idPhysics_Player::WalkMove =================== */ void idPhysics_Player::WalkMove( void ) { idVec3 wishvel; idVec3 wishdir; float wishspeed; float scale; float accelerate; idVec3 oldVelocity, vel; float oldVel, newVel; if ( waterLevel > WATERLEVEL_WAIST && ( viewForward * groundTrace.c.normal ) > 0.0f ) { // begin swimming idPhysics_Player::WaterMove(); return; } if ( idPhysics_Player::CheckJump() ) { // jumped away if ( waterLevel > WATERLEVEL_FEET ) { idPhysics_Player::WaterMove(); } else { idPhysics_Player::AirMove(); } return; } idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); // project moves down to flat plane viewForward -= (viewForward * gravityNormal) * gravityNormal; viewRight -= (viewRight * gravityNormal) * gravityNormal; // project the forward and right directions onto the ground plane viewForward.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); viewRight.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); // viewForward.Normalize(); viewRight.Normalize(); wishvel = viewForward * command.forwardmove + viewRight * command.rightmove; wishdir = wishvel; wishspeed = wishdir.Normalize(); wishspeed *= scale; // clamp the speed lower if wading or walking on the bottom if ( waterLevel ) { float waterScale; waterScale = waterLevel / 3.0f; waterScale = 1.0f - ( 1.0f - PM_SWIMSCALE ) * waterScale; if ( wishspeed > playerSpeed * waterScale ) { wishspeed = playerSpeed * waterScale; } } // REVILITY REMOVED // when a player gets hit, they temporarily lose full control, which allows them to be moved a bit //if ( ( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) || current.movementFlags & PMF_TIME_KNOCKBACK ) { //accelerate = PM_AIRACCELERATE; //} //else { accelerate = PM_ACCELERATE; //} idPhysics_Player::Accelerate( wishdir, wishspeed, accelerate ); if ( ( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) || current.movementFlags & PMF_TIME_KNOCKBACK ) { current.velocity += gravityVector * frametime; } oldVelocity = current.velocity; // slide along the ground plane current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); // if not clipped into the opposite direction if ( oldVelocity * current.velocity > 0.0f ) { newVel = current.velocity.LengthSqr(); if ( newVel > 1.0f ) { oldVel = oldVelocity.LengthSqr(); if ( oldVel > 1.0f ) { // don't decrease velocity when going up or down a slope current.velocity *= idMath::Sqrt( oldVel / newVel ); } } } // don't do anything if standing still vel = current.velocity - (current.velocity * gravityNormal) * gravityNormal; if ( !vel.LengthSqr() ) { return; } gameLocal.push.InitSavingPushedEntityPositions(); idPhysics_Player::SlideMove( false, true, true, true ); } /* ============== idPhysics_Player::DeadMove ============== */ void idPhysics_Player::DeadMove( void ) { float forward; if ( !walking ) { return; } // extra friction forward = current.velocity.Length(); forward -= 20; if ( forward <= 0 ) { current.velocity = vec3_origin; } else { current.velocity.Normalize(); current.velocity *= forward; } } /* =============== idPhysics_Player::NoclipMove =============== */ void idPhysics_Player::NoclipMove( void ) { float speed, drop, friction, newspeed, stopspeed; float scale, wishspeed; idVec3 wishdir; // friction speed = current.velocity.Length(); if ( speed < 20.0f ) { current.velocity = vec3_origin; } else { stopspeed = playerSpeed * 0.3f; if ( speed < stopspeed ) { speed = stopspeed; } friction = PM_NOCLIPFRICTION; drop = speed * friction * frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) { newspeed = 0; } current.velocity *= newspeed / speed; } // accelerate scale = idPhysics_Player::CmdScale( command ); wishdir = scale * (viewForward * command.forwardmove + viewRight * command.rightmove); wishdir -= scale * gravityNormal * command.upmove; wishspeed = wishdir.Normalize(); wishspeed *= scale; idPhysics_Player::Accelerate( wishdir, wishspeed, PM_ACCELERATE ); // move current.origin += frametime * current.velocity; } /* =============== idPhysics_Player::SpectatorMove =============== */ void idPhysics_Player::SpectatorMove( void ) { idVec3 wishvel; float wishspeed; idVec3 wishdir; float scale; idVec3 end; // fly movement idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); if ( !scale ) { wishvel = vec3_origin; } else { wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove); } wishdir = wishvel; wishspeed = wishdir.Normalize(); idPhysics_Player::Accelerate( wishdir, wishspeed, PM_FLYACCELERATE ); idPhysics_Player::SlideMove( false, false, false, false ); } /* ============ idPhysics_Player::LadderMove ============ */ void idPhysics_Player::LadderMove( void ) { idVec3 wishdir, wishvel, right; float wishspeed, scale; float upscale; // stick to the ladder wishvel = -100.0f * ladderNormal; current.velocity = (gravityNormal * current.velocity) * gravityNormal + wishvel; upscale = (-gravityNormal * viewForward + 0.5f) * 2.5f; if ( upscale > 1.0f ) { upscale = 1.0f; } else if ( upscale < -1.0f ) { upscale = -1.0f; } scale = idPhysics_Player::CmdScale( command ); wishvel = -0.9f * gravityNormal * upscale * scale * (float)command.forwardmove; // strafe if ( command.rightmove ) { // right vector orthogonal to gravity right = viewRight - (gravityNormal * viewRight) * gravityNormal; // project right vector into ladder plane right = right - (ladderNormal * right) * ladderNormal; right.Normalize(); // if we are looking away from the ladder, reverse the right vector if ( ladderNormal * viewForward > 0.0f ) { right = -right; } wishvel += 2.0f * right * scale * (float) command.rightmove; } // up down movement if ( command.upmove ) { wishvel += -0.5f * gravityNormal * scale * (float) command.upmove; } // do strafe friction idPhysics_Player::Friction(); // accelerate wishspeed = wishvel.Normalize(); idPhysics_Player::Accelerate( wishvel, wishspeed, PM_ACCELERATE ); // cap the vertical velocity upscale = current.velocity * -gravityNormal; if ( upscale < -PM_LADDERSPEED ) { current.velocity += gravityNormal * (upscale + PM_LADDERSPEED); } else if ( upscale > PM_LADDERSPEED ) { current.velocity += gravityNormal * (upscale - PM_LADDERSPEED); } if ( (wishvel * gravityNormal) == 0.0f ) { if ( current.velocity * gravityNormal < 0.0f ) { current.velocity += gravityVector * frametime; if ( current.velocity * gravityNormal > 0.0f ) { current.velocity -= (gravityNormal * current.velocity) * gravityNormal; } } else { current.velocity -= gravityVector * frametime; if ( current.velocity * gravityNormal < 0.0f ) { current.velocity -= (gravityNormal * current.velocity) * gravityNormal; } } } idPhysics_Player::SlideMove( false, ( command.forwardmove > 0 ), false, false ); } /* ============= idPhysics_Player::CorrectAllSolid ============= */ void idPhysics_Player::CorrectAllSolid( trace_t &trace, int contents ) { if ( debugLevel ) { gameLocal.Printf( "%i:allsolid\n", c_pmove ); } // FIXME: jitter around to find a free spot ? if ( trace.fraction >= 1.0f ) { memset( &trace, 0, sizeof( trace ) ); trace.endpos = current.origin; trace.endAxis = clipModelAxis; trace.fraction = 0.0f; trace.c.dist = current.origin.z; trace.c.normal.Set( 0, 0, 1 ); trace.c.point = current.origin; trace.c.entityNum = ENTITYNUM_WORLD; trace.c.id = 0; trace.c.type = CONTACT_TRMVERTEX; trace.c.material = NULL; trace.c.contents = contents; } } /* ============= idPhysics_Player::CheckGround ============= */ void idPhysics_Player::CheckGround( void ) { int i, contents; idVec3 point; bool hadGroundContacts; hadGroundContacts = HasGroundContacts(); // set the clip model origin before getting the contacts clipModel->SetPosition( current.origin, clipModel->GetAxis() ); EvaluateContacts(); // setup a ground trace from the contacts groundTrace.endpos = current.origin; groundTrace.endAxis = clipModel->GetAxis(); if ( contacts.Num() ) { groundTrace.fraction = 0.0f; groundTrace.c = contacts[0]; for ( i = 1; i < contacts.Num(); i++ ) { groundTrace.c.normal += contacts[i].normal; } groundTrace.c.normal.Normalize(); } else { groundTrace.fraction = 1.0f; } contents = gameLocal.clip.Contents( current.origin, clipModel, clipModel->GetAxis(), -1, self ); if ( contents & MASK_SOLID ) { // do something corrective if stuck in solid idPhysics_Player::CorrectAllSolid( groundTrace, contents ); } // if the trace didn't hit anything, we are in free fall if ( groundTrace.fraction == 1.0f ) { groundPlane = false; walking = false; groundEntityPtr = NULL; return; } groundMaterial = groundTrace.c.material; groundEntityPtr = gameLocal.entities[ groundTrace.c.entityNum ]; // check if getting thrown off the ground if ( (current.velocity * -gravityNormal) > 0.0f && ( current.velocity * groundTrace.c.normal ) > 10.0f ) { if ( debugLevel ) { gameLocal.Printf( "%i:kickoff\n", c_pmove ); } groundPlane = false; walking = false; return; } // slopes that are too steep will not be considered onground if ( ( groundTrace.c.normal * -gravityNormal ) < MIN_WALK_NORMAL ) { if ( debugLevel ) { gameLocal.Printf( "%i:steep\n", c_pmove ); } // FIXME: if they can't slide down the slope, let them walk (sharp crevices) // make sure we don't die from sliding down a steep slope if ( current.velocity * gravityNormal > 150.0f ) { current.velocity -= ( current.velocity * gravityNormal - 150.0f ) * gravityNormal; } groundPlane = true; walking = false; return; } groundPlane = true; walking = true; // hitting solid ground will end a waterjump if ( current.movementFlags & PMF_TIME_WATERJUMP ) { current.movementFlags &= ~( PMF_TIME_WATERJUMP | PMF_TIME_LAND ); current.movementTime = 0; } // if the player didn't have ground contacts the previous frame if ( !hadGroundContacts ) { // don't do landing time if we were just going down a slope if ( (current.velocity * -gravityNormal) < -200.0f ) { // don't allow another jump for a little while current.movementFlags |= PMF_TIME_LAND; current.movementTime = 250; } } // let the entity know about the collision self->Collide( groundTrace, current.velocity ); if ( groundEntityPtr.GetEntity() ) { impactInfo_t info; groundEntityPtr.GetEntity()->GetImpactInfo( self, groundTrace.c.id, groundTrace.c.point, &info ); if ( info.invMass != 0.0f ) { groundEntityPtr.GetEntity()->ApplyImpulse( self, groundTrace.c.id, groundTrace.c.point, current.velocity / ( info.invMass * 10.0f ) ); } } } /* ============== idPhysics_Player::CheckDuck Sets clip model size ============== */ void idPhysics_Player::CheckDuck( void ) { trace_t trace; idVec3 end; idBounds bounds; float maxZ; if ( current.movementType == PM_DEAD ) { maxZ = pm_deadheight.GetFloat(); } else { // stand up when up against a ladder if ( (command.upmove < 0 && !ladder) || current.movementType == PM_ANIM_CROUCH ) { // un credited changes from original sdk // duck current.movementFlags |= PMF_DUCKED; } else { // stand up if possible if ( current.movementFlags & PMF_DUCKED ) { // try to stand up end = current.origin - ( pm_normalheight.GetFloat() - pm_crouchheight.GetFloat() ) * gravityNormal; gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); if ( trace.fraction >= 1.0f ) { current.movementFlags &= ~PMF_DUCKED; } } } if ( current.movementFlags & PMF_DUCKED ) { playerSpeed = crouchSpeed; maxZ = pm_crouchheight.GetFloat(); } else { maxZ = pm_normalheight.GetFloat(); } } // if the clipModel height should change if ( clipModel->GetBounds()[1][2] != maxZ ) { bounds = clipModel->GetBounds(); bounds[1][2] = maxZ; if ( pm_usecylinder.GetBool() ) { clipModel->LoadModel( idTraceModel( bounds, 8 ) ); } else { clipModel->LoadModel( idTraceModel( bounds ) ); } } } /* ================ idPhysics_Player::CheckLadder ================ */ void idPhysics_Player::CheckLadder( void ) { idVec3 forward, start, end; trace_t trace; float tracedist; if ( current.movementTime ) { return; } // if on the ground moving backwards if ( walking && command.forwardmove <= 0 ) { return; } // forward vector orthogonal to gravity forward = viewForward - (gravityNormal * viewForward) * gravityNormal; forward.Normalize(); if ( walking ) { // don't want to get sucked towards the ladder when still walking tracedist = 1.0f; } else { tracedist = 48.0f; } end = current.origin + tracedist * forward; gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); // if near a surface if ( trace.fraction < 1.0f ) { // if a ladder surface if ( trace.c.material && ( trace.c.material->GetSurfaceFlags() & SURF_LADDER ) ) { // check a step height higher end = current.origin - gravityNormal * ( maxStepHeight * 0.75f ); gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); start = trace.endpos; end = start + tracedist * forward; gameLocal.clip.Translation( trace, start, end, clipModel, clipModel->GetAxis(), clipMask, self ); // if also near a surface a step height higher if ( trace.fraction < 1.0f ) { // if it also is a ladder surface if ( trace.c.material && trace.c.material->GetSurfaceFlags() & SURF_LADDER ) { ladder = true; ladderNormal = trace.c.normal; } } } } } /* ============= idPhysics_Player::CheckJump ============= */ bool idPhysics_Player::CheckJump( void ) { idVec3 addVelocity; if ( command.upmove < 10 ) { // not holding jump return false; } // must wait for jump to be released if ( current.movementFlags & PMF_JUMP_HELD ) { return false; } // don't jump if we can't stand up if ( current.movementFlags & PMF_DUCKED ) { return false; } groundPlane = false; // jumping away walking = false; current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED; //ivan start - much weaker jump if in water //was: addVelocity = 2.0f * maxJumpHeight * -gravityVector; addVelocity = maxJumpHeight * -gravityVector * ( waterLevel >= WATERLEVEL_HEAD ? 0.2f : 2.0f ); //if(waterLevel >= WATERLEVEL_HEAD){ gameLocal.Printf("weak water jump\n"); } //ivan end addVelocity *= idMath::Sqrt( addVelocity.Normalize() ); current.velocity += addVelocity; //ivan start //reset double jump so that we can do it again nextDoubleJump = gameLocal.time + DOUBLE_JUMP_MIN_DELAY; doubleJumpDone = false; //reset wall jump wallJumpDone = false; //ivan end return true; } //ivan start /* ============= idPhysics_Player::CheckWaterJump ============= */ bool idPhysics_Player::CheckWaterJump( void ) { if ( current.movementTime ) { return false; } // check for water jump if ( waterLevel != WATERLEVEL_WAIST ) { return false; } if ( command.upmove < 10 ) { // not holding jump return false; } /* // must wait for jump to be released if ( current.movementFlags & PMF_JUMP_HELD ) { return false; } */ // don't jump if we can't stand up if ( current.movementFlags & PMF_DUCKED ) { return false; } groundPlane = false; // jumping away walking = false; current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED; // jump out of water current.velocity = -350.0f * gravityNormal; if( command.forwardmove > 0 ){ //ivan: jump direction based on inputs current.velocity += 200.0f * viewForward; }else if( command.forwardmove < 0 ){ current.velocity -= 200.0f * viewForward; } current.movementFlags |= PMF_TIME_WATERJUMP; current.movementTime = 2000; //reset double jump so that we can do it again nextDoubleJump = gameLocal.time + DOUBLE_JUMP_MIN_DELAY; doubleJumpDone = false; //reset wall jump wallJumpDone = false; return true; } //ivan end #if 0 bool idPhysics_Player::CheckWaterJump( void ) { idVec3 spot; int cont; idVec3 flatforward; if ( current.movementTime ) { return false; } // check for water jump if ( waterLevel != WATERLEVEL_WAIST ) { return false; } flatforward = viewForward - (viewForward * gravityNormal) * gravityNormal; flatforward.Normalize(); #ifdef _WATER_PHYSICS const idBounds &bounds = this->GetBounds(); const idVec3 offset = ( ((bounds[0] + bounds[1]) * 0.5f) * gravityNormal) * gravityNormal; //ivan - const added spot = current.origin + ((bounds[1].x + 1.0f) * flatforward); spot += offset; cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self ); if ( !(cont & CONTENTS_SOLID) ) { return false; } spot += 0.75f * offset; cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self ); if ( cont ) { return false; } // jump out of water current.velocity = (300.0f * viewForward) - (300.0f * gravityNormal); current.movementFlags |= PMF_TIME_WATERJUMP; current.movementTime = 2000; #else spot = current.origin + 30.0f * flatforward; spot -= 4.0f * gravityNormal; cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self ); if ( !(cont & CONTENTS_SOLID) ) { return false; } spot -= 16.0f * gravityNormal; cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self ); if ( cont ) { return false; } // jump out of water current.velocity = 200.0f * viewForward - 350.0f * gravityNormal; current.movementFlags |= PMF_TIME_WATERJUMP; current.movementTime = 2000; #endif // ivan return true; } #endif // ivan #ifdef _WATER_PHYSICS //SetWaterLevel removed! #else /* ============= idPhysics_Player::SetWaterLevel ============= */ void idPhysics_Player::SetWaterLevel( void ) { idVec3 point; idBounds bounds; int contents; // // get waterlevel, accounting for ducking // waterLevel = WATERLEVEL_NONE; waterType = 0; bounds = clipModel->GetBounds(); // check at feet level point = current.origin - ( bounds[0][2] + 1.0f ) * gravityNormal; contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self ); if ( contents & MASK_WATER ) { waterType = contents; waterLevel = WATERLEVEL_FEET; // check at waist level point = current.origin - ( bounds[1][2] - bounds[0][2] ) * 0.5f * gravityNormal; contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self ); if ( contents & MASK_WATER ) { waterLevel = WATERLEVEL_WAIST; // check at head level point = current.origin - ( bounds[1][2] - 1.0f ) * gravityNormal; contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self ); if ( contents & MASK_WATER ) { waterLevel = WATERLEVEL_HEAD; } } } } #endif //un credited changes from original sdk /* ================ idPhysics_Player::DropTimers ================ */ void idPhysics_Player::DropTimers( void ) { // drop misc timing counter if ( current.movementTime ) { if ( framemsec >= current.movementTime ) { current.movementFlags &= ~PMF_ALL_TIMES; current.movementTime = 0; } else { current.movementTime -= framemsec; } } } /* ================ idPhysics_Player::MovePlayer ================ */ void idPhysics_Player::MovePlayer( int msec ) { // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint for the previous frame c_pmove++; walking = false; groundPlane = false; ladder = false; // determine the time framemsec = msec; frametime = framemsec * 0.001f; // default speed playerSpeed = walkSpeed; // remove jumped and stepped up flag current.movementFlags &= ~(PMF_JUMPED|PMF_STEPPED_UP|PMF_STEPPED_DOWN); current.stepUp = 0.0f; if ( command.upmove < 10 ) { // not holding jump current.movementFlags &= ~PMF_JUMP_HELD; } // if no movement at all if ( current.movementType == PM_FREEZE ) { return; } // move the player velocity into the frame of a pusher current.velocity -= current.pushVelocity; // view vectors viewAngles.ToVectors( &viewForward, NULL, NULL ); viewForward *= clipModelAxis; viewRight = gravityNormal.Cross( viewForward ); viewRight.Normalize(); // fly in spectator mode if ( current.movementType == PM_SPECTATOR ) { SpectatorMove(); idPhysics_Player::DropTimers(); return; } // special no clip mode if ( current.movementType == PM_NOCLIP ) { idPhysics_Player::NoclipMove(); idPhysics_Player::DropTimers(); return; } // no control when dead or anim move //un credited changes from original sdk if (( current.movementType == PM_DEAD ) || ( current.movementType == PM_PHYSICS_ONLY ) //ivan || ( current.movementType == PM_ANIM_ALWAYS ) //ivan || ( current.movementType == PM_ANIM_GROUND ) ) { //ivan command.forwardmove = 0; command.rightmove = 0; command.upmove = 0; } // set watertype and waterlevel idPhysics_Player::SetWaterLevel(); // check for ground idPhysics_Player::CheckGround(); // check if up against a ladder idPhysics_Player::CheckLadder(); // set clip model size idPhysics_Player::CheckDuck(); // handle timers idPhysics_Player::DropTimers(); // move if ( current.movementType == PM_DEAD ) { // dead idPhysics_Player::DeadMove(); } //ivan start - anim based movements else if ( current.movementType == PM_ANIM_ALWAYS || ( walking && current.movementType == PM_ANIM_GROUND ) ) { //ivan start - water fix: move less! if ( waterLevel >= WATERLEVEL_HEAD ) { delta *= PM_SWIMSCALE; } //ivan end current.velocity = delta / frametime; current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal; if ( delta != vec3_origin ) { /* //if we are flying change the delta according to animMoveGravityMultiplier if ( ( !walking ) && ( animMoveGravityMultiplier != 0) ){ delta += gravityVector * frametime * animMoveGravityMultiplier *0.12f; //FIX: delta is affected by gravity! } */ //if we are flying change the delta according to gravity if ( !walking ){ delta += gravityVector * frametime *0.12f; //FIX: delta is affected by gravity! } // try moving into the desired direction idPhysics_Player::AnimMove( current.origin, current.velocity, delta ); //to do: controllare se posso usare SlideMove delta.Zero(); //job done, reset it } //if we are flying fall down according to animMoveGravityMultiplier if ( !walking ){ current.velocity += gravityVector * frametime; } /* //if we are flying fall down according to animMoveGravityMultiplier if ( ( !walking ) && ( animMoveGravityMultiplier != 0) ){ current.velocity += gravityVector * frametime * animMoveGravityMultiplier; } */ /* // -- old code -- don't delete this. it works well :) float upspeed; if ( gravityNormal != vec3_zero ) { upspeed = -( current.velocity * gravityNormal ); } else { upspeed = current.velocity.z; } //gameLocal.Printf("upspeed %f\n", upspeed); //se non siamo a terra o la nostra velocità ci spara su -> casca secondo gravità if ( (animMoveGravityMultiplier != 0) && ( !groundPlane || upspeed > 1.0f ) ) { //to do: use HasGroundContacts() instead of groundPlane? //delta = current.velocity * frametime; //ignora il delta richiesto //gameLocal.Printf("delta.z %f\n", delta.z); current.velocity = delta / frametime; current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal; if ( delta != vec3_origin ) { delta += gravityVector * frametime * animMoveGravityMultiplier *0.15f; //FIX: delta is affected by gravity! // try moving into the desired direction idPhysics_Player::AnimMove( current.origin, current.velocity, delta ); //to do: controllare se posso usare SlideMove delta.Zero(); //job done, reset it } current.velocity += gravityVector * frametime * animMoveGravityMultiplier; } else { //siamo a terra or gravità disabilitata -> fai l'animazione e basta current.velocity = delta / frametime; current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal; if ( delta != vec3_origin ) { // try moving into the desired direction idPhysics_Player::AnimMove( current.origin, current.velocity, delta ); //to do: controllare se posso usare SlideMove delta.Zero(); //job done, reset it } } */ } //ivan end else if ( ladder ) { // going up or down a ladder idPhysics_Player::LadderMove(); } else if ( current.movementFlags & PMF_TIME_WATERJUMP ) { // jumping out of water idPhysics_Player::WaterJumpMove(); } else if ( waterLevel > 1 ) { // swimming idPhysics_Player::WaterMove(); } else if ( walking ) { // walking on ground idPhysics_Player::WalkMove(); } else { // airborne idPhysics_Player::AirMove(); } // set watertype, waterlevel and groundentity idPhysics_Player::SetWaterLevel(); idPhysics_Player::CheckGround(); // move the player velocity back into the world frame current.velocity += current.pushVelocity; current.pushVelocity.Zero(); } #ifdef _WATER_PHYSICS //un credited changes from original sdk //GetWaterLevel and GetWaterType removed! #else /* ================ idPhysics_Player::GetWaterLevel ================ */ waterLevel_t idPhysics_Player::GetWaterLevel( void ) const { return waterLevel; } /* ================ idPhysics_Player::GetWaterType ================ */ int idPhysics_Player::GetWaterType( void ) const { return waterType; } #endif //un credited changes from original sdk /* ================ idPhysics_Player::HasJumped ================ */ bool idPhysics_Player::HasJumped( void ) const { return ( ( current.movementFlags & PMF_JUMPED ) != 0 ); } /* ================ idPhysics_Player::HasSteppedUp ================ */ bool idPhysics_Player::HasSteppedUp( void ) const { return ( ( current.movementFlags & ( PMF_STEPPED_UP | PMF_STEPPED_DOWN ) ) != 0 ); } /* ================ idPhysics_Player::GetStepUp ================ */ float idPhysics_Player::GetStepUp( void ) const { return current.stepUp; } /* ================ idPhysics_Player::IsCrouching ================ */ bool idPhysics_Player::IsCrouching( void ) const { return ( ( current.movementFlags & PMF_DUCKED ) != 0 ); } /* ================ idPhysics_Player::OnLadder ================ */ bool idPhysics_Player::OnLadder( void ) const { return ladder; } /* ================ idPhysics_Player::idPhysics_Player ================ */ idPhysics_Player::idPhysics_Player( void ) { debugLevel = false; clipModel = NULL; clipMask = 0; memset( ¤t, 0, sizeof( current ) ); saved = current; walkSpeed = 0; crouchSpeed = 0; maxStepHeight = 0; maxJumpHeight = 0; memset( &command, 0, sizeof( command ) ); viewAngles.Zero(); framemsec = 0; frametime = 0; playerSpeed = 0; viewForward.Zero(); viewRight.Zero(); walking = false; groundPlane = false; memset( &groundTrace, 0, sizeof( groundTrace ) ); groundMaterial = NULL; ladder = false; ladderNormal.Zero(); waterLevel = WATERLEVEL_NONE; waterType = 0; blockingEntity = NULL; //ivan //rev 2019 delta.Zero(); //ivan //rev 2019 //ivan start doubleJumpDone = false; doubleJumpEnabled = false; nextDoubleJump = 0; wallJumpDone = false; wallJumpEnabled = false; nextWallJump = 0; wallJumpTimeout = 0; wallJumpKeyState = WALLJUMP_NONE; fw_inverted = false; blockingEntity = NULL; delta.Zero(); //ivan end #ifdef _WATER_PHYSICS waterLevel = WATERLEVEL_NONE; waterType = 0; #endif } /* ================ idPhysics_Player_SavePState ================ */ void idPhysics_Player_SavePState( idSaveGame *savefile, const playerPState_t &state ) { savefile->WriteVec3( state.origin ); savefile->WriteVec3( state.velocity ); savefile->WriteVec3( state.localOrigin ); savefile->WriteVec3( state.pushVelocity ); savefile->WriteFloat( state.stepUp ); savefile->WriteInt( state.movementType ); savefile->WriteInt( state.movementFlags ); savefile->WriteInt( state.movementTime ); } /* ================ idPhysics_Player_RestorePState ================ */ void idPhysics_Player_RestorePState( idRestoreGame *savefile, playerPState_t &state ) { savefile->ReadVec3( state.origin ); savefile->ReadVec3( state.velocity ); savefile->ReadVec3( state.localOrigin ); savefile->ReadVec3( state.pushVelocity ); savefile->ReadFloat( state.stepUp ); savefile->ReadInt( state.movementType ); savefile->ReadInt( state.movementFlags ); savefile->ReadInt( state.movementTime ); } /* ================ idPhysics_Player::Save ================ */ void idPhysics_Player::Save( idSaveGame *savefile ) const { idPhysics_Player_SavePState( savefile, current ); idPhysics_Player_SavePState( savefile, saved ); savefile->WriteFloat( walkSpeed ); savefile->WriteFloat( crouchSpeed ); savefile->WriteFloat( maxStepHeight ); savefile->WriteFloat( maxJumpHeight ); savefile->WriteInt( debugLevel ); savefile->WriteUsercmd( command ); savefile->WriteAngles( viewAngles ); savefile->WriteInt( framemsec ); savefile->WriteFloat( frametime ); savefile->WriteFloat( playerSpeed ); savefile->WriteVec3( viewForward ); savefile->WriteVec3( viewRight ); savefile->WriteBool( walking ); savefile->WriteBool( groundPlane ); savefile->WriteTrace( groundTrace ); savefile->WriteMaterial( groundMaterial ); savefile->WriteBool( ladder ); savefile->WriteVec3( ladderNormal ); savefile->WriteInt( (int)waterLevel ); savefile->WriteInt( waterType ); //ivan start savefile->WriteBool( doubleJumpDone ); savefile->WriteBool( doubleJumpEnabled ); savefile->WriteInt( nextDoubleJump ); savefile->WriteBool( fw_inverted ); savefile->WriteBool( wallJumpDone ); savefile->WriteBool( wallJumpEnabled ); savefile->WriteInt( nextWallJump ); savefile->WriteVec3( delta ); //ivan savefile->WriteObject( blockingEntity ); //ivan /* //NOT SAVED: //we don't need to save wallJumps details... wallJumpTimeout wallJumpKeyState */ //ivan end #ifdef _WATER_PHYSICS savefile->WriteInt( (int)waterLevel ); savefile->WriteInt( waterType ); #endif } /* ================ idPhysics_Player::Restore ================ */ void idPhysics_Player::Restore( idRestoreGame *savefile ) { idPhysics_Player_RestorePState( savefile, current ); idPhysics_Player_RestorePState( savefile, saved ); savefile->ReadFloat( walkSpeed ); savefile->ReadFloat( crouchSpeed ); savefile->ReadFloat( maxStepHeight ); savefile->ReadFloat( maxJumpHeight ); savefile->ReadInt( debugLevel ); savefile->ReadUsercmd( command ); savefile->ReadAngles( viewAngles ); savefile->ReadInt( framemsec ); savefile->ReadFloat( frametime ); savefile->ReadFloat( playerSpeed ); savefile->ReadVec3( viewForward ); savefile->ReadVec3( viewRight ); savefile->ReadBool( walking ); savefile->ReadBool( groundPlane ); savefile->ReadTrace( groundTrace ); savefile->ReadMaterial( groundMaterial ); savefile->ReadBool( ladder ); savefile->ReadVec3( ladderNormal ); savefile->ReadInt( (int &)waterLevel ); savefile->ReadInt( waterType ); //ivan start savefile->ReadBool( doubleJumpDone ); savefile->ReadBool( doubleJumpEnabled ); savefile->ReadInt( nextDoubleJump ); savefile->ReadBool( fw_inverted ); savefile->ReadBool( wallJumpDone ); savefile->ReadBool( wallJumpEnabled ); savefile->ReadInt( nextWallJump ); savefile->ReadVec3( delta ); //ivan savefile->ReadObject( reinterpret_cast( blockingEntity ) ); //ivan //NOT SAVED: //we don't need to save wallJumps details... wallJumpTimeout = 0; wallJumpKeyState = WALLJUMP_NONE; //ivan end #ifdef _WATER_PHYSICS savefile->ReadInt( (int &)waterLevel ); savefile->ReadInt( waterType ); #endif //rev 2021 Dhewm 3 1.5.1 updates start /* DG: It can apparently happen that the player saves while the clipModel's axis are * modified by idPush::TryRotatePushEntity() -> idPhysics_Player::Rotate() -> idClipModel::Link() * Normally idPush seems to reset them to the identity matrix in the next frame, * but apparently not when coming from a savegame. * Usually clipModel->axis is the identity matrix, and if it isn't there's clipping bugs * like CheckGround() reporting that it's steep even though the player is only trying to * walk up normal stairs. * Resetting the axis to mat3_identity when restoring a savegame works around that issue * and makes sure players can go on playing if their savegame was "corrupted" by saving * while idPush was active. See https://github.com/dhewm/dhewm3/issues/328 for more details */ if ( clipModel != nullptr ) { clipModel->SetPosition( clipModel->GetOrigin(), mat3_identity ); } //rev 2021 Dhewm 3 1.5.1 updates end } /* ================ idPhysics_Player::SetPlayerInput ================ */ void idPhysics_Player::SetPlayerInput( const usercmd_t &cmd, const idAngles &newViewAngles ) { command = cmd; viewAngles = newViewAngles; // can't use cmd.angles cause of the delta_angles } /* ================ idPhysics_Player::SetSpeed ================ */ void idPhysics_Player::SetSpeed( const float newWalkSpeed, const float newCrouchSpeed ) { walkSpeed = newWalkSpeed; crouchSpeed = newCrouchSpeed; } /* ================ idPhysics_Player::SetMaxStepHeight ================ */ void idPhysics_Player::SetMaxStepHeight( const float newMaxStepHeight ) { maxStepHeight = newMaxStepHeight; } /* ================ idPhysics_Player::GetMaxStepHeight ================ */ float idPhysics_Player::GetMaxStepHeight( void ) const { return maxStepHeight; } /* ================ idPhysics_Player::SetMaxJumpHeight ================ */ void idPhysics_Player::SetMaxJumpHeight( const float newMaxJumpHeight ) { maxJumpHeight = newMaxJumpHeight; } /* ================ idPhysics_Player::SetMovementType ================ */ void idPhysics_Player::SetMovementType( const pmtype_t type ) { current.movementType = type; } /* ================ idPhysics_Player::SetKnockBack ================ */ void idPhysics_Player::SetKnockBack( const int knockBackTime ) { if ( current.movementTime ) { return; } current.movementFlags |= PMF_TIME_KNOCKBACK; current.movementTime = knockBackTime; } /* ================ idPhysics_Player::SetDebugLevel ================ */ void idPhysics_Player::SetDebugLevel( bool set ) { debugLevel = set; } /* ================ idPhysics_Player::Evaluate ================ */ bool idPhysics_Player::Evaluate( int timeStepMSec, int endTimeMSec ) { idVec3 masterOrigin, oldOrigin; idMat3 masterAxis; blockingEntity = NULL; //ivan waterLevel = WATERLEVEL_NONE; waterType = 0; oldOrigin = current.origin; clipModel->Unlink(); // if bound to a master if ( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + current.localOrigin * masterAxis; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); current.velocity = ( current.origin - oldOrigin ) / ( timeStepMSec * 0.001f ); masterDeltaYaw = masterYaw; masterYaw = masterAxis[0].ToYaw(); masterDeltaYaw = masterYaw - masterDeltaYaw; return true; } ActivateContactEntities(); idPhysics_Player::MovePlayer( timeStepMSec ); clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); if ( IsOutsideWorld() ) { gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString(0) ); } return true; //( current.origin != oldOrigin ); } /* ================ idPhysics_Player::UpdateTime ================ */ void idPhysics_Player::UpdateTime( int endTimeMSec ) { } /* ================ idPhysics_Player::GetTime ================ */ int idPhysics_Player::GetTime( void ) const { return gameLocal.time; } /* ================ idPhysics_Player::GetImpactInfo ================ */ void idPhysics_Player::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const { info->invMass = invMass; info->invInertiaTensor.Zero(); info->position.Zero(); info->velocity = current.velocity; } /* ================ idPhysics_Player::ApplyImpulse ================ */ void idPhysics_Player::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) { if ( current.movementType != PM_NOCLIP ) { current.velocity += impulse * invMass; } } /* ================ idPhysics_Player::IsAtRest ================ */ bool idPhysics_Player::IsAtRest( void ) const { return false; } /* ================ idPhysics_Player::GetRestStartTime ================ */ int idPhysics_Player::GetRestStartTime( void ) const { return -1; } /* ================ idPhysics_Player::SaveState ================ */ void idPhysics_Player::SaveState( void ) { saved = current; } /* ================ idPhysics_Player::RestoreState ================ */ void idPhysics_Player::RestoreState( void ) { current = saved; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); EvaluateContacts(); } /* ================ idPhysics_Player::SetOrigin ================ */ void idPhysics_Player::SetOrigin( const idVec3 &newOrigin, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.localOrigin = newOrigin; if ( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + newOrigin * masterAxis; } else { current.origin = newOrigin; } clipModel->Link( gameLocal.clip, self, 0, newOrigin, clipModel->GetAxis() ); } /* ================ idPhysics_Player::GetOrigin ================ */ const idVec3 & idPhysics_Player::PlayerGetOrigin( void ) const { return current.origin; } /* ================ idPhysics_Player::SetAxis ================ */ void idPhysics_Player::SetAxis( const idMat3 &newAxis, int id ) { clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), newAxis ); } /* ================ idPhysics_Player::Translate ================ */ void idPhysics_Player::Translate( const idVec3 &translation, int id ) { current.localOrigin += translation; current.origin += translation; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); } /* ================ idPhysics_Player::Rotate ================ */ void idPhysics_Player::Rotate( const idRotation &rotation, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.origin *= rotation; if ( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose(); } else { current.localOrigin = current.origin; } clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3() ); } /* ================ idPhysics_Player::SetLinearVelocity ================ */ void idPhysics_Player::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) { current.velocity = newLinearVelocity; } /* ================ idPhysics_Player::GetLinearVelocity ================ */ const idVec3 &idPhysics_Player::GetLinearVelocity( int id ) const { return current.velocity; } /* ================ idPhysics_Player::SetPushed ================ */ void idPhysics_Player::SetPushed( int deltaTime ) { idVec3 velocity; float d; // velocity with which the player is pushed velocity = ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC ); // remove any downward push velocity d = velocity * gravityNormal; if ( d > 0.0f ) { velocity -= d * gravityNormal; } current.pushVelocity += velocity; } /* ================ idPhysics_Player::GetPushedLinearVelocity ================ */ const idVec3 &idPhysics_Player::GetPushedLinearVelocity( const int id ) const { return current.pushVelocity; } /* ================ idPhysics_Player::ClearPushedVelocity ================ */ void idPhysics_Player::ClearPushedVelocity( void ) { current.pushVelocity.Zero(); } /* ================ idPhysics_Player::SetMaster the binding is never orientated ================ */ void idPhysics_Player::SetMaster( idEntity *master, const bool orientated ) { idVec3 masterOrigin; idMat3 masterAxis; if ( master ) { if ( !masterEntity ) { // transform from world space to master space self->GetMasterPosition( masterOrigin, masterAxis ); current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose(); masterEntity = master; masterYaw = masterAxis[0].ToYaw(); } ClearContacts(); } else { if ( masterEntity ) { masterEntity = NULL; } } } const float PLAYER_VELOCITY_MAX = 4000; const int PLAYER_VELOCITY_TOTAL_BITS = 16; const int PLAYER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( PLAYER_VELOCITY_MAX ) ) + 1; const int PLAYER_VELOCITY_MANTISSA_BITS = PLAYER_VELOCITY_TOTAL_BITS - 1 - PLAYER_VELOCITY_EXPONENT_BITS; const int PLAYER_MOVEMENT_TYPE_BITS = 3; const int PLAYER_MOVEMENT_FLAGS_BITS = 8; /* ================ idPhysics_Player::WriteToSnapshot ================ */ void idPhysics_Player::WriteToSnapshot( idBitMsgDelta &msg ) const { msg.WriteFloat( current.origin[0] ); msg.WriteFloat( current.origin[1] ); msg.WriteFloat( current.origin[2] ); msg.WriteFloat( current.velocity[0], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteFloat( current.velocity[1], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteFloat( current.velocity[2], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] ); msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] ); msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] ); msg.WriteDeltaFloat( 0.0f, current.pushVelocity[0], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteDeltaFloat( 0.0f, current.stepUp ); msg.WriteBits( current.movementType, PLAYER_MOVEMENT_TYPE_BITS ); msg.WriteBits( current.movementFlags, PLAYER_MOVEMENT_FLAGS_BITS ); msg.WriteDeltaInt( 0, current.movementTime ); } /* ================ idPhysics_Player::ReadFromSnapshot ================ */ void idPhysics_Player::ReadFromSnapshot( const idBitMsgDelta &msg ) { current.origin[0] = msg.ReadFloat(); current.origin[1] = msg.ReadFloat(); current.origin[2] = msg.ReadFloat(); current.velocity[0] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); current.velocity[1] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); current.velocity[2] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] ); current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] ); current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] ); current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); current.stepUp = msg.ReadDeltaFloat( 0.0f ); current.movementType = msg.ReadBits( PLAYER_MOVEMENT_TYPE_BITS ); current.movementFlags = msg.ReadBits( PLAYER_MOVEMENT_FLAGS_BITS ); current.movementTime = msg.ReadDeltaInt( 0 ); if ( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); } } /* **************************************************************************************** Ivan start - functions adapted from idPhysics_Monster **************************************************************************************** */ /* ================ idPhysics_Player::SetDelta ================ */ void idPhysics_Player::SetDelta( const idVec3 &d ) { delta = d; } /* ===================== idPhysics_Player::AnimSlideMove ===================== */ monsterMoveResult_t idPhysics_Player::AnimSlideMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ) { int i; trace_t tr; idVec3 move; blockingEntity = NULL; move = delta; for( i = 0; i < 3; i++ ) { gameLocal.clip.Translation( tr, start, start + move, clipModel, clipModel->GetAxis(), clipMask, self ); start = tr.endpos; if ( tr.fraction == 1.0f ) { if ( i > 0 ) { return MM_SLIDING; } return MM_OK; } if ( tr.c.entityNum != ENTITYNUM_NONE ) { blockingEntity = gameLocal.entities[ tr.c.entityNum ]; } // clip the movement delta and velocity move.ProjectOntoPlane( tr.c.normal, OVERCLIP ); velocity.ProjectOntoPlane( tr.c.normal, OVERCLIP ); } return MM_BLOCKED; } /* ===================== idPhysics_Player::AnimMove move start into the delta direction the velocity is clipped conform any collisions ===================== */ void idPhysics_Player::AnimMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ) { trace_t tr; idVec3 up, down, noStepPos, noStepVel, stepPos, stepVel; monsterMoveResult_t result1, result2; float stepdist; float nostepdist; if ( delta == vec3_origin ) { return; } // try to move without stepping up noStepPos = start; noStepVel = velocity; result1 = AnimSlideMove( noStepPos, noStepVel, delta ); if ( result1 == MM_OK ) { velocity = noStepVel; if ( gravityNormal == vec3_zero ) { start = noStepPos; return; } // try to step down so that we walk down slopes and stairs at a normal rate down = noStepPos + gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self ); if ( tr.fraction < 1.0f ) { start = tr.endpos; return; } else { start = noStepPos; return; } } if ( blockingEntity && blockingEntity->IsType( idActor::Type ) ) { // try to step down in case walking into an actor while going down steps down = noStepPos + gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self ); start = tr.endpos; velocity = noStepVel; return; } if ( gravityNormal == vec3_zero ) { return; } // try to step up up = start - gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, start, up, clipModel, clipModel->GetAxis(), clipMask, self ); if ( tr.fraction == 0.0f ) { start = noStepPos; velocity = noStepVel; return; } // try to move at the stepped up position stepPos = tr.endpos; stepVel = velocity; result2 = AnimSlideMove( stepPos, stepVel, delta ); if ( result2 == MM_BLOCKED ) { start = noStepPos; velocity = noStepVel; return; } // step down again down = stepPos + gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, stepPos, down, clipModel, clipModel->GetAxis(), clipMask, self ); stepPos = tr.endpos; // if the move is further without stepping up, or the slope is too steap, don't step up nostepdist = ( noStepPos - start ).LengthSqr(); stepdist = ( stepPos - start ).LengthSqr(); if ( ( nostepdist >= stepdist ) || ( ( tr.c.normal * -gravityNormal ) < 0.7f ) ) { //0.7f was minFloorCosine start = noStepPos; velocity = noStepVel; return; } start = stepPos; velocity = stepVel; return; } /* **************************************************************************************** Ivan end **************************************************************************************** */ //ivan start int idPhysics_Player::GetHintForForceFields( void ){ return command.upmove; } //ivan end