/* Copyright (C) 1996-1997 Id Software, Inc. 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 of the License, 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. */ #include "quakedef.h" movevars_t movevars; playermove_t pmove; extern cvar_t pm_noround; //evile. #define movevars_dpflags MOVEFLAG_QWCOMPAT #define movevars_maxairspeed 30 #define movevars_jumpspeed 270 float frametime; vec3_t forward, right, up; void PM_Init (void) { PM_InitBoxHull(); } #define MIN_STEP_NORMAL 0.7 // roughly 45 degrees #define STOP_EPSILON 0.1 #define BLOCKED_FLOOR 1 #define BLOCKED_STEP 2 #define BLOCKED_OTHER 4 #define BLOCKED_ANY 7 /* ** Add an entity to touch list, discarding duplicates */ static void PM_AddTouchedEnt (int num) { if (pmove.numtouch == MAX_PHYSENTS) return; if (pmove.numtouch) if (pmove.touchindex[pmove.numtouch - 1] == num) return; // already added pmove.touchindex[pmove.numtouch] = num; VectorCopy(pmove.velocity, pmove.touchvel[pmove.numtouch]); pmove.numtouch++; } /* ================== PM_ClipVelocity Slide off of the impacting object ================== */ void PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; int i; backoff = DotProduct (in, normal) * overbounce; for (i=0 ; i<3 ; i++) { change = normal[i]*backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } } #include "pr_common.h" static qboolean PM_PortalTransform(world_t *w, int portalnum, vec3_t org, vec3_t move, vec3_t newang, vec3_t newvel) { vec3_t rounded; qboolean okay = true; wedict_t *portal = WEDICT_NUM_UB(w->progs, portalnum); int oself = *w->g.self; void *pr_globals = PR_globals(w->progs, PR_CURRENT); int i; int tmp; float f; *w->g.self = EDICT_TO_PROG(w->progs, portal); //transform origin+velocity etc VectorCopy(org, G_VECTOR(OFS_PARM0)); VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1)); VectorCopy(pmove.velocity, w->g.v_forward); VectorCopy(move, w->g.v_right); VectorCopy(pmove.gravitydir, w->g.v_up); if (!DotProduct(w->g.v_up, w->g.v_up)) w->g.v_up[2] = -1; PR_ExecuteProgram (w->progs, portal->xv->camera_transform); for (i = 0; i < 3; i++) { tmp = floor(G_VECTOR(OFS_RETURN)[i]*8 + 0.5); rounded[i] = tmp/8.0; } //make sure the new origin is okay for the player. back out if its invalid. if (!PM_TestPlayerPosition(rounded, true)) okay = false; else { VectorCopy(rounded, org); VectorCopy(w->g.v_forward, newvel); VectorCopy(w->g.v_right, move); // VectorCopy(w->g.v_up, pmove.gravitydir); //floor+floor, ish if (DotProduct(w->g.v_up, pmove.gravitydir) < 0.7) { f = DotProduct(newvel, newvel); if (f < 200*200) { VectorScale(newvel, 200 / sqrt(f), newvel); } } //transform the angles too VectorCopy(org, G_VECTOR(OFS_PARM0)); VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1)); AngleVectors(pmove.angles, w->g.v_forward, w->g.v_right, w->g.v_up); PR_ExecuteProgram (w->progs, portal->xv->camera_transform); VectorAngles(w->g.v_forward, w->g.v_up, newang, false); } *w->g.self = oself; return okay; } static trace_t PM_PlayerTracePortals(vec3_t start, vec3_t end, unsigned int solidmask, float *tookportal) { trace_t trace = PM_PlayerTrace (start, end, MASK_PLAYERSOLID); if (tookportal) *tookportal = 0; if (trace.entnum >= 0 && pmove.world) { physent_t *impact = &pmove.physents[trace.entnum]; if (impact->isportal) { vec3_t move; vec3_t from; vec3_t newang, newvel = {0,0,0}; VectorCopy(trace.endpos, from); //just in case VectorSubtract(end, trace.endpos, move); if (PM_PortalTransform(pmove.world, impact->info, from, move, newang, newvel)) { trace_t exit; int i, tmp; VectorAdd(from, move, end); //if we follow the portal, then we basically need to restart from the other side. exit = PM_PlayerTrace (from, end, MASK_PLAYERSOLID); for (i = 0; i < 3; i++) { tmp = floor(exit.endpos[i]*8 + 0.5); exit.endpos[i] = tmp/8.0; } if (PM_TestPlayerPosition(exit.endpos, false)) { if (tookportal) *tookportal = trace.fraction; VectorCopy(newang, pmove.angles); VectorCopy(newvel, pmove.velocity); return exit; } } } } return trace; } /* ============ PM_SlideMove The basic solid body movement clip that slides along multiple planes ============ */ #define MAX_CLIP_PLANES 5 int PM_SlideMove (void) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; float tookportal; vec3_t start; numbumps = 4; blocked = 0; VectorCopy (pmove.velocity, original_velocity); VectorCopy (pmove.velocity, primal_velocity); numplanes = 0; time_left = frametime; // VectorAdd(pmove.velocity, pmove.basevelocity, pmove.velocity); for (bumpcount=0 ; bumpcount 0) { // actually covered some distance VectorCopy (trace.endpos, pmove.origin); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance // save entity for contact PM_AddTouchedEnt (trace.entnum); if (trace.plane.normal[2] >= MIN_STEP_NORMAL) blocked |= BLOCKED_FLOOR; else if (!trace.plane.normal[2]) blocked |= BLOCKED_STEP; else blocked |= BLOCKED_OTHER; time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear (pmove.velocity); break; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; i200 && pmove.cmd.buttons & 2 && !pmove.jump_held && !pmove.waterjumptime) { PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2); if (pmove.velocity[2] < movevars_jumpspeed) pmove.velocity[2] = movevars_jumpspeed; pmove.jump_msec = pmove.cmd.msec; pmove.jump_held = true; pmove.waterjumptime = 0; return blocked; } PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1); for (j=0 ; j MIN_STEP_NORMAL) { if (!trace.startsolid && !trace.allsolid) VectorCopy (trace.endpos, pmove.origin); } } return blocked; // moved the entire distance } if (in_air) { // don't let us step up unless it's indeed a step we bumped in // (that is, there's solid ground below) float *org; if (!(blocked & BLOCKED_STEP)) return blocked; org = (-DotProduct(pmove.gravitydir, originalvel) < 0) ? pmove.origin : original; VectorMA (org, movevars.stepheight, pmove.gravitydir, dest); trace = PM_PlayerTrace (org, dest, MASK_PLAYERSOLID); if (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL) return blocked; // adjust stepsize, otherwise it would be possible to walk up a // a step higher than STEPSIZE //FIXME gravitydir, portals stepsize = movevars.stepheight - (org[2] - trace.endpos[2]); } else stepsize = movevars.stepheight; VectorCopy (pmove.origin, down); VectorCopy (pmove.velocity, downvel); VectorCopy (original, pmove.origin); VectorCopy (originalvel, pmove.velocity); // move up a stair height VectorMA (pmove.origin, -stepsize, pmove.gravitydir, dest); trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL); if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, pmove.origin); } if (in_air && -DotProduct(pmove.gravitydir, original) < 0) VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0 PM_SlideMove (); // press down the stepheight VectorMA (pmove.origin, stepsize, pmove.gravitydir, dest); trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL); if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL) goto usedown; if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, pmove.origin); } if (-DotProduct(pmove.gravitydir, pmove.origin) < -DotProduct(pmove.gravitydir, original)) goto usedown; VectorCopy (pmove.origin, up); // decide which one went farther (in the forwards direction regardless of step values) VectorSubtract(down, original, dest); VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0 downdist = DotProduct(dest, dest); VectorSubtract(up, original, dest); VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0 updist = DotProduct(dest, dest); if (downdist >= updist) { usedown: VectorCopy (down, pmove.origin); VectorCopy (downvel, pmove.velocity); return blocked; } // copy z value from slide move VectorMA(pmove.velocity, DotProduct(downvel, pmove.gravitydir)-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=downvel if (!pmove.onground && pmove.waterlevel < 2 && (blocked & BLOCKED_STEP)) { float scale; // in pm_airstep mode, walking up a 16 unit high step // will kill 16% of horizontal velocity scale = 1 - 0.01*(pmove.origin[2] - original[2]); //FIXME gravitydir pmove.velocity[0] *= scale; pmove.velocity[1] *= scale; } return blocked; } /* ================== PM_Friction Handles both ground friction and water friction ================== */ void PM_Friction (void) { float speed, newspeed, control; float friction; float drop; vec3_t start, stop; trace_t trace; if (pmove.waterjumptime) return; speed = Length(pmove.velocity); if (speed < 1) { //fixme: gravitydir fix needed pmove.velocity[0] = 0; pmove.velocity[1] = 0; if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF) pmove.velocity[2] = 0; return; } if (pmove.waterlevel >= 2) // apply water friction, even if in fly mode drop = speed*movevars.waterfriction*pmove.waterlevel*frametime; else if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF) { // apply flymode friction drop = speed * movevars.flyfriction * frametime; } else if (pmove.onground) { // apply ground friction friction = movevars.friction; if (movevars.edgefriction != 1.0) { // if the leading edge is over a dropoff, increase friction start[0] = stop[0] = pmove.origin[0] + pmove.velocity[0]/speed*16; start[1] = stop[1] = pmove.origin[1] + pmove.velocity[1]/speed*16; //FIXME: gravitydir. //id quirk: this is a tracebox, NOT a traceline, yet still starts BELOW the player. start[2] = pmove.origin[2] + pmove.player_mins[2]; stop[2] = start[2] - 34; if (movevars.flags & MOVEFLAG_QWEDGEBOX) //vanilla qw behaviour is to use a tracebox, which makes edge friction almost unnoticable. trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID); else { //traceline instead. vec3_t min, max; VectorCopy(pmove.player_mins, min); VectorCopy(pmove.player_maxs, max); VectorClear(pmove.player_mins); VectorClear(pmove.player_maxs); trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID); VectorCopy(min, pmove.player_mins); VectorCopy(max, pmove.player_maxs); } if (trace.fraction == 1 && !trace.startsolid) friction *= movevars.edgefriction; } control = speed < movevars.stopspeed ? movevars.stopspeed : speed; drop = control*friction*frametime; } else if (pmove.onladder) { control = speed < movevars.stopspeed ? movevars.stopspeed : speed; drop = control*movevars.friction*frametime*6; } else return; // in air, no friction // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; VectorScale (pmove.velocity, newspeed / speed, pmove.velocity); } /* ============== PM_Accelerate ============== */ void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed; if (pmove.pm_type == PM_DEAD) return; if (pmove.waterjumptime) return; currentspeed = DotProduct (pmove.velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) return; accelspeed = accel*frametime*wishspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) pmove.velocity[i] += accelspeed*wishdir[i]; } void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed, wishspd = wishspeed; float originalspeed, newspeed, speedcap; if (pmove.pm_type == PM_DEAD) return; if (pmove.waterjumptime) return; if (movevars.bunnyspeedcap > 0) { originalspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] + pmove.velocity[1]*pmove.velocity[1]); } else originalspeed = 0; //shh compiler. if (wishspd > movevars_maxairspeed) wishspd = movevars_maxairspeed; currentspeed = DotProduct (pmove.velocity, wishdir); addspeed = wishspd - currentspeed; if (addspeed <= 0) return; accelspeed = accel * wishspeed * frametime; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) pmove.velocity[i] += accelspeed*wishdir[i]; if (movevars.bunnyspeedcap > 0) { newspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] + pmove.velocity[1]*pmove.velocity[1]); if (newspeed > originalspeed) { speedcap = movevars.maxspeed * movevars.bunnyspeedcap; if (newspeed > speedcap) { if (originalspeed < speedcap) originalspeed = speedcap; pmove.velocity[0] *= originalspeed / newspeed; pmove.velocity[1] *= originalspeed / newspeed; } } } } /* =================== PM_WaterMove =================== */ void PM_WaterMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; // // user intentions // for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove; if (pmove.pm_type != PM_FLY && !pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove && !pmove.onladder) { VectorMA(wishvel, movevars.watersinkspeed, pmove.gravitydir, wishvel); } else { VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel); } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } wishspeed *= 0.7; // // water acceleration // PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); PM_StepSlideMove (false); } /* */ void PM_FlyMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; if (pmove.pm_type == PM_6DOF) { for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove; } else { for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove; VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel); } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } PM_Accelerate (wishdir, wishspeed, movevars.accelerate); PM_StepSlideMove (false); } void PM_LadderMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; vec3_t start, dest; trace_t trace; // // user intentions // for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove; if (wishvel[2] >= 100 || wishvel[2] <= -100) //large up/down move wishvel[2]*=10; if (pmove.cmd.buttons & 2) { VectorMA(wishvel, -movevars.maxspeed, pmove.gravitydir, wishvel); } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); // assume it is a stair or a slope, so press down from stepheight above VectorMA (pmove.origin, frametime, pmove.velocity, dest); VectorMA(dest, -(movevars.stepheight + 1), pmove.gravitydir, start); trace = PM_PlayerTrace (start, dest, MASK_PLAYERSOLID); if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope? { // walked up the step VectorCopy (trace.endpos, pmove.origin); return; } PM_FlyMove (); } /* =================== PM_AirMove =================== */ void PM_AirMove (void) { int i; float fmove, smove; vec3_t wishdir; float wishspeed; if (pmove.gravitydir[2] == -1 && (pmove.angles[0] == 90 || pmove.angles[0] == -90)) { //HACK: attempt to avoid a stupid numerical precision issue. //You know its a hack because I'm comparing exact angles. vec3_t tmp; VectorSet(tmp, pmove.angles[0]*0.99, pmove.angles[1], pmove.angles[2]); AngleVectors (tmp, forward, right, up); } fmove = pmove.cmd.forwardmove; smove = pmove.cmd.sidemove; VectorMA(forward, -DotProduct(forward, pmove.gravitydir), pmove.gravitydir, forward); //z=0 VectorMA(right, -DotProduct(right, pmove.gravitydir), pmove.gravitydir, right); //z=0 VectorNormalize (forward); VectorNormalize (right); for (i=0 ; i<3 ; i++) wishdir[i] = forward[i]*fmove + right[i]*smove; VectorMA(wishdir, -DotProduct(wishdir, pmove.gravitydir), pmove.gravitydir, wishdir); //z=0 wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // if (wishspeed > movevars.maxspeed) { wishspeed = movevars.maxspeed; } if (pmove.onground) { if (movevars.slidefix) { if (DotProduct(pmove.velocity, pmove.gravitydir) < 0) { VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0 //pmove.velocity[2] = min(pmove.velocity[2], 0); // bound above by 0 } PM_Accelerate (wishdir, wishspeed, movevars.accelerate); // add gravity VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity); } else { VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0 PM_Accelerate (wishdir, wishspeed, movevars.accelerate); } //clear the z out, so we can test if we're moving horizontally relative to gravity VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, wishdir); if (!DotProduct(wishdir, wishdir) && !movevars.slidyslopes) { //clear z if we're not moving VectorClear(pmove.velocity); return; } else if (!movevars.slidefix && !movevars.slidyslopes) VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0 PM_StepSlideMove(false); } else { int blocked; // not on ground, so little effect on velocity PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate); // add gravity VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity); if (DotProduct(pmove.velocity,pmove.velocity) > 1000*1000) { //when in a windtunnel, step up from where we are rather than the actual ground in order to more closely match nq. //this is needed for r1m5 (770 800 192), just beyond the silver key door. blocked = PM_StepSlideMove (false); } else if (movevars.airstep) blocked = PM_StepSlideMove (true); else blocked = PM_SlideMove (); if (movevars.pground && (blocked & BLOCKED_FLOOR)) pmove.onground = true; } } cplane_t groundplane; /* ============= PM_CategorizePosition ============= */ trace_t PM_TraceLine (vec3_t start, vec3_t end); void PM_CategorizePosition (void) { vec3_t point; int cont; trace_t trace; if (pmove.gravitydir[0] == 0 && pmove.gravitydir[1] == 0 && pmove.gravitydir[2] == 0) { pmove.gravitydir[0] = 0; pmove.gravitydir[1] = 0; pmove.gravitydir[2] = -1; } if (pmove.pm_type == PM_WALLWALK) { vec3_t tmin,tmax; VectorCopy(pmove.player_mins, tmin); VectorCopy(pmove.player_maxs, tmax); // //try tracing forwards+down // VectorMA(pmove.origin, -48, up, point); // VectorMA(point, 48, forward, point); // trace = PM_TraceLine(pmove.origin, point); // trace.fraction = 1; // if (1)//trace.fraction == 1) { //getting desparate VectorMA(pmove.origin, -48, up, point); VectorMA(point, 48, forward, point); trace = PM_TraceLine(pmove.origin, point); } if (trace.fraction == 1) { //try tracing directly down only (we may be stepping off a cliff) VectorMA(pmove.origin, -48, up, point); trace = PM_TraceLine(pmove.origin, point); } if (trace.fraction == 1) { vec3_t point2; //try tracing back from the cliff to see if we can find the ground beyond VectorMA(point, 48, forward, point2); VectorMA(point2, 48, forward, point); trace = PM_TraceLine(point2, point); } if (trace.fraction == 1) { //getting desparate VectorMA(pmove.origin, -48, up, point); VectorMA(point, -48, forward, point); trace = PM_TraceLine(pmove.origin, point); } VectorCopy(tmin, pmove.player_mins); VectorCopy(tmax, pmove.player_maxs); if (trace.fraction < 1) VectorNegate(trace.plane.normal, pmove.gravitydir); } // if the player hull point one unit down is solid, the player // is on ground // see if standing on something solid VectorAdd(pmove.origin, pmove.gravitydir, point); trace.startsolid = trace.allsolid = true; VectorClear(trace.endpos); if (-DotProduct(pmove.gravitydir, pmove.velocity) > 180) { pmove.onground = false; } else if (!movevars.pground || pmove.onground) { trace = PM_PlayerTracePortals (pmove.origin, point, MASK_PLAYERSOLID, NULL); if (!trace.startsolid && trace.fraction < 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL) { //if the trace hit a slope, slide down the slope to see if we can find ground below. this should fix the 'base-of-slope-is-slide' bug. vec3_t bounce; PM_ClipVelocity (pmove.gravitydir, trace.plane.normal, bounce, 2); VectorMA(trace.endpos, 1-trace.fraction, bounce, point); trace = PM_PlayerTracePortals (trace.endpos, point, MASK_PLAYERSOLID, NULL); } if (!trace.startsolid && (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)) pmove.onground = false; else { pmove.onground = !trace.startsolid; pmove.groundent = trace.entnum; groundplane = trace.plane; pmove.waterjumptime = 0; } // standing on an entity other than the world if (trace.entnum > 0) PM_AddTouchedEnt (trace.entnum); } // // get waterlevel // pmove.waterlevel = 0; pmove.watertype = FTECONTENTS_EMPTY; //FIXME: gravitydir VectorCopy(pmove.origin, point); point[2] = pmove.origin[2] + pmove.player_mins[2] + 1; cont = PM_PointContents (point); if (cont & FTECONTENTS_FLUID) { pmove.watertype = cont; pmove.waterlevel = 1; point[2] = pmove.origin[2] + (pmove.player_mins[2] + pmove.player_maxs[2])*0.5; cont = PM_PointContents (point); if (cont & FTECONTENTS_FLUID) { pmove.waterlevel = 2; point[2] = pmove.origin[2] + pmove.player_mins[2]+24+DEFAULT_VIEWHEIGHT; cont = PM_PointContents (point); if (cont & FTECONTENTS_FLUID) pmove.waterlevel = 3; } } //bsp objects marked as ladders mark regions to stand in to be classed as on a ladder. cont = PM_ExtraBoxContents(pmove.origin); if (pmove.physents[0].model) { #ifdef Q3BSPS //q3 has surfaceflag-based ladders if (pmove.physents[0].model->fromgame == fg_quake3) { trace_t t; vec3_t flatforward, fwd1; flatforward[0] = forward[0]; flatforward[1] = forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (pmove.origin, 24, flatforward, fwd1); pmove.physents[0].model->funcs.NativeTrace(pmove.physents[0].model, 0, PE_FRAMESTATE, NULL, pmove.origin, fwd1, pmove.player_mins, pmove.player_maxs, pmove.capsule, MASK_PLAYERSOLID, &t); if (t.surface && t.surface->flags & Q3SURFACEFLAG_LADDER) { pmove.onladder = true; pmove.onground = false; // too steep } } #endif //q2 has contents-based ladders if ((cont & FTECONTENTS_LADDER) || ((cont & Q2CONTENTS_LADDER) && pmove.physents[0].model->fromgame == fg_quake2)) { trace_t t; vec3_t flatforward, fwd1; flatforward[0] = forward[0]; flatforward[1] = forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (pmove.origin, 24, flatforward, fwd1); //if we hit a wall when going forwards and we are in a ladder region, then we are on a ladder. t = PM_PlayerTrace(pmove.origin, fwd1, MASK_PLAYERSOLID); if (t.fraction < 1) { pmove.onladder = true; pmove.onground = false; // too steep } } } if (!movevars.pground && pmove.onground && pmove.pm_type != PM_FLY && pmove.waterlevel < 2) { // snap to ground so that we can't jump higher than we're supposed to if (!trace.startsolid && !trace.allsolid) VectorCopy (trace.endpos, pmove.origin); } } /* ============= PM_CheckJump ============= */ static void PM_CheckJump (void) { if (pmove.pm_type == PM_FLY) return; if (pmove.pm_type == PM_DEAD) { pmove.jump_held = true; // don't jump on respawn return; } if (!(pmove.cmd.buttons & BUTTON_JUMP)) { pmove.jump_held = false; return; } if (pmove.waterjumptime) return; if (pmove.waterlevel >= 2) { // swimming, not jumping float speed; pmove.onground = false; if (pmove.watertype == FTECONTENTS_WATER) speed = 100; else if (pmove.watertype == FTECONTENTS_SLIME) speed = 80; else speed = 50; VectorMA(pmove.velocity, -speed-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); return; } if (!pmove.onground) return; // in air, so no effect if (pmove.jump_held && !pmove.jump_msec) return; // don't pogo stick // check for jump bug // groundplane normal was set in the call to PM_CategorizePosition if (!movevars.pground && -DotProduct(pmove.gravitydir, pmove.velocity) < 0 && DotProduct(pmove.velocity, groundplane.normal) < -0.1) { // pmove.velocity is pointing into the ground, clip it PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1); } pmove.onground = false; VectorMA(pmove.velocity, -movevars_jumpspeed, pmove.gravitydir, pmove.velocity); if (movevars.ktjump > 0 && pmove.pm_type != PM_WALLWALK) { if (movevars.ktjump > 1) movevars.ktjump = 1; if (pmove.velocity[2] < movevars_jumpspeed) pmove.velocity[2] = pmove.velocity[2] * (1 - movevars.ktjump) + movevars_jumpspeed * movevars.ktjump; } pmove.jump_held = true; // don't jump again until released pmove.jump_msec = pmove.cmd.msec; } /* ============= PM_CheckWaterJump ============= */ static void PM_CheckWaterJump (void) { vec3_t spot, spot2; // int cont; vec3_t flatforward; trace_t tr; vec3_t oldmin, oldmax; if (pmove.waterjumptime>0) return; if (pmove.pm_type == PM_DEAD) return; // don't hop out if we just jumped in if (pmove.velocity[2] < -180) return; // see if near an edge flatforward[0] = forward[0]; flatforward[1] = forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); #if 1 //NQ does a traceline, which gives more permissive results. This is required for various maps that have awkward water jumps. VectorCopy(pmove.player_mins, oldmin); VectorCopy(pmove.player_maxs, oldmax); VectorCopy(pmove.origin, spot); spot[2] += 8 + 24+pmove.player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox VectorMA (spot, 24, flatforward, spot2); tr = PM_TraceLine(spot, spot2); VectorCopy(oldmin, pmove.player_mins); VectorCopy(oldmax, pmove.player_maxs); if (tr.fraction == 1) //(possibly) give up if open at waist { //NQ bug workaround: NQ does waterjump checks inside prethink, and THEN sets waterlevel after. //The player then moves to where waterlevel SHOULD be 3, except you're still allowed to waterjump because of last frame. //Which is horrible buggy framerate-dependant behaviour... //so lets just try again 2qu up. //This'll cause slight prediction issues with other qw engines, and maybe some newly bugged maps, but those maps were probably already buggy with a low enough nq framerate. spot[2] += 2; spot2[2] += 2; tr = PM_TraceLine(spot, spot2); VectorCopy(oldmin, pmove.player_mins); VectorCopy(oldmax, pmove.player_maxs); if (tr.fraction == 1) //give up if open at waist return; } spot[2] += 24; spot2[2] += 24; tr = PM_TraceLine(spot, spot2); VectorCopy(oldmin, pmove.player_mins); VectorCopy(oldmax, pmove.player_maxs); if (tr.fraction < 1) //give up if blocked at eye return; #else VectorMA (pmove.origin, 24, flatforward, spot); spot[2] += 8 + 24+pmove.player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox cont = PM_PointContents (spot); if (!(cont & FTECONTENTS_SOLID)) return; spot[2] += 24; cont = PM_PointContents (spot); if (cont != FTECONTENTS_EMPTY) return; #endif // jump out of water VectorScale (flatforward, 50, pmove.velocity); pmove.velocity[2] = 310; pmove.waterjumptime = 2; // safety net pmove.jump_held = true; // don't jump again until released } /* ================= PM_NudgePosition If pmove.origin is in a solid position, try nudging slightly on all axis to allow for the cut precision of the net coordinates ================= */ static void PM_NudgePosition (void) { vec3_t base, nudged; int x, y, z; int i; static float sign[] = {0, -1/8.0, 1/8.0}; VectorCopy (pmove.origin, base); //really we want to just use this here //base[i] = MSG_FromCoord(MSG_ToCoord(pmove.origin[i], movevars.coordsize), movevars.coordsize); //but it has overflow issues, so do things the painful way instead. //this stuff is so annoying because we're trying to avoid biasing the position towards 0. you'll see the effects of that if you use a low forwardspeed or low sv_gamespeed etc, but its also noticable with default settings too. if ( #ifdef HAVE_LEGACY pm_noround.ival || #endif movevars.coordtype == COORDTYPE_FLOAT_32) //float precision on the network. no need to truncate. { VectorCopy (base, nudged); } else if (movevars.coordtype == COORDTYPE_FIXED_13_3) //1/8th precision, but don't truncate because that screws everything up. { for (i=0 ; i<3 ; i++) { if (pmove.velocity[i]) { //round in the direction of velocity, which means we're less likely to get stuck. if (pmove.velocity[i] >= 0) nudged[i] = (qintptr_t)(base[i]*8+0.5f) / 8.0; else nudged[i] = (qintptr_t)(base[i]*8-0.5f) / 8.0; } else { if (base[i] >= 0) nudged[i] = (qintptr_t)(base[i]*8+0.5f) / 8.0; else nudged[i] = (qintptr_t)(base[i]*8-0.5f) / 8.0; } } } else for (i=0 ; i<3 ; i++) nudged[i] = ((qintptr_t) (pmove.origin[i] * 8)) * 0.125; //legacy compat, which biases towards the origin. // VectorCopy (base, pmove.origin); //if we're moving, allow that spot without snapping to any grid // if (pmove.velocity[0] || pmove.velocity[1] || pmove.velocity[2]) // if (PM_TestPlayerPosition (pmove.origin, false)) // return; //this is potentially 27 tests, and required for qw compat... //with unquantized floors it often succeeds only after 19 checks. which sucks. for (z=0 ; z movevars.spectatormaxspeed) { VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel); wishspeed = movevars.spectatormaxspeed; } currentspeed = DotProduct(pmove.velocity, wishdir); addspeed = wishspeed - currentspeed; // Buggy QW spectator mode, kept for compatibility if (pmove.pm_type == PM_OLD_SPECTATOR) { if (addspeed <= 0) return; } if (addspeed > 0) { accelspeed = movevars.accelerate*frametime*wishspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) pmove.velocity[i] += accelspeed*wishdir[i]; } // move VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin); } /* ============= PM_PlayerMove Returns with origin, angles, and velocity modified in place. Numtouch and touchindex[] will be set if any of the physents were contacted during the move. ============= */ void PM_PlayerMove (float gamespeed) { // int i; // int tmp; //for rounding frametime = pmove.cmd.msec * 0.001*gamespeed; pmove.numtouch = 0; if (pmove.pm_type == PM_NONE || pmove.pm_type == PM_FREEZE) { PM_CategorizePosition (); return; } // take angles directly from command pmove.angles[0] = SHORT2ANGLE(pmove.cmd.angles[0]); pmove.angles[1] = SHORT2ANGLE(pmove.cmd.angles[1]); pmove.angles[2] = SHORT2ANGLE(pmove.cmd.angles[2]); AngleVectors (pmove.angles, forward, right, up); if (pmove.pm_type == PM_SPECTATOR || pmove.pm_type == PM_OLD_SPECTATOR) { PM_SpectatorMove (); pmove.onground = false; return; } PM_NudgePosition (); // set onground, watertype, and waterlevel PM_CategorizePosition (); if (movevars.autobunny && !pmove.onground) pmove.jump_held = false; if (pmove.waterlevel == 2 && pmove.pm_type != PM_FLY) PM_CheckWaterJump (); if (-DotProduct(pmove.gravitydir, pmove.velocity) < 0 || pmove.pm_type == PM_DEAD) pmove.waterjumptime = 0; if (pmove.waterjumptime) { pmove.waterjumptime -= frametime; if (pmove.waterjumptime < 0) pmove.waterjumptime = 0; } if (pmove.jump_msec) { pmove.jump_msec += pmove.cmd.msec; if (pmove.jump_msec > 50) pmove.jump_msec = 0; } PM_CheckJump (); PM_Friction (); if (pmove.waterlevel >= 2) PM_WaterMove (); else if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF) PM_FlyMove (); else if (pmove.onladder) PM_LadderMove (); else PM_AirMove (); /* //round to network precision for (i = 0; i < 3; i++) { tmp = floor(pmove.velocity[i]*8 + 0.5); pmove.velocity[i] = tmp/8.0; tmp = floor(pmove.origin[i]*8 + 0.5); pmove.origin[i] = tmp/8.0; } PM_NudgePosition (); */ // set onground, watertype, and waterlevel for final spot PM_CategorizePosition (); // this is to make sure landing sound is not played twice // and falling damage is calculated correctly if (!movevars.pground && pmove.onground && -DotProduct(pmove.gravitydir, pmove.velocity) < -300 && DotProduct(pmove.velocity, groundplane.normal) < -0.1) { PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1); } }