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fteqw/engine/common/pmove.c
Spoike 8197e0875f Track areas properly, so we don't bug out when a client has multiple cameras in different areas.
Fix up r_ignoreentpvs 0 to check areas properly.
checkpvs builtin can no longer mess up area checks elsewhere.
Write out foo.db files for release builds, in the hopes of at least getting function names from release-build crashes.
Implement _skyroom worldspawn field, still needs a few tweaks though.
Try to fix android surface-related crashes, AGAIN.
Separate parsing of connect requests, in preparation for formal logins (and removal of the old ranking code).
A few tweaks to try to improve compatibility with q3 mods.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5484 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-07-02 04:12:20 +00:00

1478 lines
38 KiB
C

/*
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<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
VectorCopy(pmove.origin, start);
trace = PM_PlayerTracePortals (start, end, MASK_PLAYERSOLID, &tookportal);
if (tookportal)
{
//made progress, but hit a portal
time_left -= time_left * tookportal;
VectorCopy (pmove.velocity, primal_velocity);
VectorCopy (pmove.velocity, original_velocity);
numplanes = 0;
}
if (trace.startsolid || trace.allsolid)
{ // entity is trapped in another solid
VectorClear (pmove.velocity);
return 3;
}
if (trace.fraction > 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 ; i<numplanes ; i++)
{
if (movevars.walljump == 2) //just bounce off!
{ //pinball
PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
return blocked;
}
//regular run at a wall and jump off
if (movevars.walljump && planes[i][2] != 1 //not on floors
&& Length(pmove.velocity)>200 && 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<numplanes ; j++)
if (j != i)
{
if (DotProduct (pmove.velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
}
else
{ // go along the crease
if (numplanes != 2)
{
VectorClear (pmove.velocity);
break;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pmove.velocity);
VectorScale (dir, d, pmove.velocity);
}
//
// if velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (pmove.velocity, primal_velocity) <= 0)
{
VectorClear (pmove.velocity);
break;
}
}
if (pmove.waterjumptime)
{
VectorCopy (primal_velocity, pmove.velocity);
}
return blocked;
}
/*
=============
PM_StepSlideMove
Each intersection will try to step over the obstruction instead of
sliding along it.
=============
*/
int PM_StepSlideMove (qboolean in_air)
{
vec3_t dest;
trace_t trace;
vec3_t original, originalvel, down, up, downvel;
float downdist, updist;
int blocked;
float stepsize;
// try sliding forward both on ground and up 16 pixels
// take the move that goes farthest
VectorCopy (pmove.origin, original);
VectorCopy (pmove.velocity, originalvel);
blocked = PM_SlideMove ();
if (!blocked)
{
if (!in_air && movevars.stepdown)
{ //if we were onground, try stepping down after the move to try to stay on said ground.
VectorMA (pmove.origin, movevars.stepheight, 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)
{
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 & Q3SURF_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;
int x, y, z;
int i;
static float sign[5] = {0, -1/8.0, 1/8.0, -2/8.0, 2/8.0};
//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.coordsize == 4) //float precision on the network. no need to truncate.
{
VectorCopy (pmove.origin, base);
}
else if (movevars.coordsize) //1/8th precision, but don't truncate because that screws everything up.
{
for (i=0 ; i<3 ; i++)
{
if (pmove.origin[i] >= 0)
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
else
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
}
}
else for (i=0 ; i<3 ; i++)
base[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;
for (z=0 ; z<countof(sign) ; z++)
{
for (x=0 ; x<countof(sign) ; x++)
{
for (y=0 ; y<countof(sign) ; y++)
{
pmove.origin[0] = base[0] + sign[x];
pmove.origin[1] = base[1] + sign[y];
pmove.origin[2] = base[2] + sign[z];
if (PM_TestPlayerPosition (pmove.origin, false))
return;
}
}
}
//be more aggresssive at moving up, to match NQ
for (z=1 ; z<movevars.stepheight ; z++)
{
for (x=0 ; x<3 ; x++)
{
for (y=0 ; y<3 ; y++)
{
pmove.origin[0] = base[0] + sign[x];
pmove.origin[1] = base[1] + sign[y];
pmove.origin[2] = base[2] + z;
if (PM_TestPlayerPosition (pmove.origin, false))
return;
}
}
}
if (pmove.safeorigin_known)
VectorCopy (pmove.safeorigin, pmove.origin);
else
VectorCopy (base, pmove.origin);
// Con_DPrintf ("NudgePosition: stuck\n");
}
/*
===============
PM_SpectatorMove
===============
*/
void PM_SpectatorMove (void)
{
float speed, drop, friction, control, newspeed;
float currentspeed, addspeed, accelspeed;
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
// friction
speed = Length (pmove.velocity);
if (speed < 1)
{
VectorClear (pmove.velocity);
}
else
{
drop = 0;
friction = movevars.friction*1.5; // extra friction
control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
drop += control*friction*frametime;
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
VectorScale (pmove.velocity, newspeed, pmove.velocity);
}
// accelerate
fmove = pmove.cmd.forwardmove;
smove = pmove.cmd.sidemove;
VectorNormalize (forward);
VectorNormalize (right);
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] += pmove.cmd.upmove;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
//
// clamp to server defined max speed
//
if (wishspeed > 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 (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);
}
}